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Streams Reflowing

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release

2.15.2 - 1.20.1 Forge

2.15.2
16 окт. 2026 г.10,3 тыс.Minecraft: 1.20.1forge
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 26.3 Fabric

2.15.2
16 окт. 2026 г.26,4 тыс.Minecraft: 26.3fabric
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 1.21.1 NeoForge

2.15.2
16 окт. 2026 г.21,5 тыс.Minecraft: 1.21.1neoforge
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 26.2 Fabric

2.15.2
16 окт. 2026 г.11 тыс.Minecraft: 26.2fabric
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 1.20.1 Fabric

2.15.2
16 окт. 2026 г.24,4 тыс.Minecraft: 1.20.1fabric
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 1.21.11 Fabric

2.15.2
16 окт. 2026 г.7,2 тыс.Minecraft: 1.21.11fabric
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 1.21.1 Fabric

2.15.2
16 окт. 2026 г.8,4 тыс.Minecraft: 1.21.1fabric
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 26.2 NeoForge

2.15.2
16 окт. 2026 г.520Minecraft: 26.2neoforge
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 26.1.2 Fabric

2.15.2
16 окт. 2026 г.2,6 тыс.Minecraft: 26.1.2fabric
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 26.3 NeoForge

2.15.2
16 окт. 2026 г.1 тыс.Minecraft: 26.3neoforge
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 26.1.2 NeoForge

2.15.2
16 окт. 2026 г.427Minecraft: 26.1.2neoforge
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.2 - 1.21.11 NeoForge

2.15.2
16 окт. 2026 г.357Minecraft: 1.21.11neoforge
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## [2.15.2] - 10/14/2026 Everything in 2.15.1, plus the changes and fixes below. ### Changed - On a multiplayer server, the settings screen now says that changes made there do not change the server, and stars the settings that the server's own settings file decides. - Streams follow UltraTerraForged's terrain and rivers the way they follow ReTerraForged's; its own rivers keep their still water. New land. ### Fixed - With One Dimension installed, streams no longer line their beds and banks with netherrack or end stone, and no longer cut channels and holes into the Nether and End layers of the world. New land. - On FreeTerraForged worlds that also have Lithosphere or Still Life installed, streams no longer sit above the ground on raised banks in newly created worlds. - FreeTerraForged rivers: the water's current and the drifting particles now run the same way, downstream and along the river's bends; on some rivers the particles drifted upstream. ## [2.15.1] - 10/11/2026 Everything in 2.15.0, plus the changes and fixes below. ### Changed - Villages and other structures built from many pieces can now stand across streams and lakes: only the buildings that would sit in the water are left out. New land. - Village paths cross streams on small bridges: a deck of the village's own planks on log posts. New land. - A stream running along a hillside or cliff now gets a raised bank on its downhill side, so it no longer spills off the edge. New land. - The built-up bank of a stream over a drop is rounder: its outer edge steps down and its underside slopes in under the water, where it used to end in a square ledge. New land. ### Fixed - The minimum stream length now applies to a whole stream with all its branches: a branching stream whose longest arm is shorter than the minimum is removed, where before only unbranched streams were. New land. - With Flowing Fluids installed, streams are protected from being drained by it again, and the error this left in the log when a world loads is gone. ## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 26.2 Fabric

2.15.0
11 окт. 2026 г.7,3 тыс.Minecraft: 26.2fabric
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 26.3 Fabric

2.15.0
11 окт. 2026 г.10,9 тыс.Minecraft: 26.3fabric
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 26.3 NeoForge

2.15.0
11 окт. 2026 г.281Minecraft: 26.3neoforge
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 1.20.1 Forge

2.15.0
11 окт. 2026 г.3,5 тыс.Minecraft: 1.20.1forge
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 1.21.1 NeoForge

2.15.0
11 окт. 2026 г.10,3 тыс.Minecraft: 1.21.1neoforge
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Что нового
## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 1.21.1 Fabric

2.15.0
11 окт. 2026 г.3,4 тыс.Minecraft: 1.21.1fabric
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 1.20.1 Fabric

2.15.0
11 окт. 2026 г.1,5 тыс.Minecraft: 1.20.1fabric
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 26.1.2 Fabric

2.15.0
11 окт. 2026 г.1 тыс.Minecraft: 26.1.2fabric
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 1.21.11 Fabric

2.15.0
11 окт. 2026 г.2,2 тыс.Minecraft: 1.21.11fabric
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 26.1.2 NeoForge

2.15.0
11 окт. 2026 г.264Minecraft: 26.1.2neoforge
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 1.21.11 NeoForge

2.15.0
11 окт. 2026 г.123Minecraft: 1.21.11neoforge
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.15.0 - 26.2 NeoForge

2.15.0
11 окт. 2026 г.296Minecraft: 26.2neoforge
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## [2.15.0] - 10/9/2026 ### Highlights - **MC 26.3 Support** Users may encounter bugs, please report them to our discord if so. - **One settings screen everywhere.** The same screen on Fabric, NeoForge and Forge, on every Minecraft version, with presets, search and plain names. - **Presets.** Seven one-click setups from "Small scale, light" to "Massive scale, overnight pregen". - **Players can help the server.** Players with the mod can plan streams for the land they explore, so the server does less. - **Better waterfalls.** Spray that jumps and falls back, bigger foam on taller falls, and a choice of Effective's and Particular's foam. - **Currents you can tune.** Separate sliders for how hard water pushes players, boats and mobs. ### Added - A settings screen with tabs, sliders, search, a reset button per setting, a performance-cost colour beside each setting, and changes that save on their own. Forge 1.20.1 had no screen before. - Seven presets that set the stream system size, terrain accuracy, shortest stream and smallest lake together. - A 256-block stream system size. - Sliders for how hard flowing water pushes players, boats and mobs, from none to four times the game's own push. - With Effective or Particular installed: a switch to show their waterfall foam at this mod's waterfalls, and a choice of whose foam shows (none, theirs, this mod's, or both). - Multiplayer: the server setting "Players help prepare streams" lets the games of players who have this mod plan streams for the server. Off by default; helpers are sent the world seed. - A setting to turn off terrain estimates and read every land height in full. ### Changed - NeoForge and Forge now use the same settings files as Fabric, `streamsreflowing.properties` and `streamsreflowing-client.properties`. Existing settings are carried over on first start and the old `.toml` files are kept with `.imported` added. - Boats are pushed twice as hard by flowing water, and players and mobs a fifth harder. This applies to all flowing water. - Waterfall spray jumps up and drops back, and taller waterfalls throw larger puffs. The smallest puffs are a quarter smaller than before. - "Amount of water" at 100% now gives what 80% gave before. Affects land not yet generated, in existing worlds too. - New defaults, for new settings files only: shortest stream 75 blocks (was 50), smallest lake about 32 blocks across (was about 23), driest climates keep a tenth of the usual water (was a fiftieth), and streams no longer end in biomes tagged only as "wet". - Fabric gains the "ragged bank edges" setting. - Removed the "older stream fluid" setting for Fabric dedicated servers; "Always use stream water" covers the same need. ### Fixed - In worlds built with Lithostitched (Regions Unexplored, many Terralith and Tectonic packs), streams and lakes take the pack's own river biome instead of plain vanilla river. New land. - World generation is no longer held up for minutes by a structure waiting on nearby streams, and the log says when generation is waiting on stream planning. ## [2.14.6] - 10/8/2026 ### Fixed - Grass, flowers and ferns are no longer left hanging in the air around a lake whose shore was cut back into a slope. New land. - A tree is no longer left hanging in the air where a stream bank or lake shore was cut out from under it; it is removed, leaves and all. New land. ## [2.14.5] - 10/5/2026 ### Performance - 23% faster stream planning on MC 26.3 ### Changed - A blacklisted biome no longer cuts a stream off at its border: no stream starts there and no lake forms there on its own, and a stream that starts elsewhere runs through. New worlds; existing worlds keep the old behaviour. - The biome blacklist is empty on a new install; it used to list three volcanic biomes from Terralith, Terrestria and Oh The Biomes We've Gone. An existing config keeps its list. - The smallest lake is now about 512 blocks of water surface by default, down from 1024, so small lakes form more often. New land; a config file you already have keeps its own value. - On Minecraft 26.3, streams and lakes on POTATO, LOW and MEDIUM read the land at spots where it is cheapest to read, cutting the terrain reading a watershed needs by about an eighth, and those lakes get finer shorelines. New setting `alignReadPoints` (on) turns it off to place every point exactly. ### Fixed - A basin that only just met the smallest-lake size no longer fills as a lake of a single cell-wide patch of water. A pool in the path of a stream still fills whatever its size. New land. - With a datapack or mod that changes whether rivers freeze, streams no longer show broken lines of open water or ice along chunk borders: a stream now freezes exactly as that world's rivers do. New land. - The NeoForge 26.3 download loads again on current NeoForge builds; it now needs NeoForge 26.3.0.48 or newer, and says so instead of crashing on older ones. - On NeoForge for Minecraft 26.1 and 26.2, streams now spawn the mobs other mods add to rivers, as they do on every other version. ## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 Corrections, plus Minecraft 26.3 as an early preview. On newly generated land, stream widths and lake levels can differ from 2.14.1 -- both from fixes below. ### Added - Minecraft 26.3 on Fabric and NeoForge, as an EARLY PREVIEW: it loads and generates, but without the terrain work 26.3 needs, so treat those worlds as throwaway. 26.1 and 26.2 are unchanged. - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - A stream is now as wide as the streams that reach it, instead of standing at river width a few blocks below its source. New land. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. New land; a lake that already exists keeps its level. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. This had never worked in a published build, and is not yet verified in game. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - On Minecraft 26.x, items, mobs and boats drift at the stream's own speed again instead of one fixed rate, and water mobs set to hold position in a current (drowned included) no longer get swept along. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall.
release

2.14.4 - 26.2 Fabric

2.14.4
4 окт. 2026 г.7,8 тыс.Minecraft: 26.2fabric
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
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2.14.4 - 1.21.1 Fabric

2.14.4
4 окт. 2026 г.3,6 тыс.Minecraft: 1.21.1fabric
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
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2.14.4 - 1.20.1 Fabric

2.14.4
4 окт. 2026 г.1,7 тыс.Minecraft: 1.20.1fabric
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.4 - 26.1.2 Fabric

2.14.4
4 окт. 2026 г.1,3 тыс.Minecraft: 26.1.2fabric
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.4 - 1.21.11 Fabric

2.14.4
4 окт. 2026 г.7,7 тыс.Minecraft: 1.21.11fabric
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.4 - 1.21.11 NeoForge

2.14.4
4 окт. 2026 г.149Minecraft: 1.21.11neoforge
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.4 - 26.1.2 NeoForge

2.14.4
4 окт. 2026 г.367Minecraft: 26.1.2neoforge
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.4 - 1.21.1 NeoForge

2.14.4
4 окт. 2026 г.14,3 тыс.Minecraft: 1.21.1neoforge
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
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2.14.4 - 26.2 NeoForge

2.14.4
4 окт. 2026 г.426Minecraft: 26.2neoforge
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.4 - 1.20.1 Forge

2.14.4
4 окт. 2026 г.4,3 тыс.Minecraft: 1.20.1forge
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## [2.14.4] - 10/3/2026 Everything in 2.14.3, plus the fixes below. ### Changed - Lake shorelines are much rounder, especially on the lower terrain-accuracy levels, where they showed blocky corners and notches. Small ponds keep their shape. Applies to new lakes; lakes already in a world keep their shoreline. ### Fixed - With the water source conversion gamerule on, diagonal waterfalls keep their shape instead of filling in to solid cubes of still water. New water sources now only form where the water is closed in on all four sides, so pools and trenches still refill. - The game no longer refuses to start when another mod, or a Minecraft change, leaves one of this mod's hooks with nothing to attach to; that one feature is skipped instead. This covers the crash without Sodium installed. - The game no longer fails to start without a shader mod installed when mixin checks are strict (seen alongside C2ME). - The NeoForge 1.21.1 and 1.21.11 downloads no longer install on other Minecraft versions, where they crashed at startup; NeoForge now names the version you need instead. ## [2.14.3] - 9/28/2026 ### Added - A mod logo, so the mod shows one in the mods list. - Setting "physicsModWater": 3 (default) keeps this mod's moving water and keeps the Physics Mod's ocean off streams, 1 hands stream surfaces to that ocean instead, 0 leaves that mod alone. ### Changed - With the Physics Mod installed, streams are filled with this mod's own water so that mod's ocean leaves them alone. Applies to new land. - This mod no longer changes any of the Physics Mod's settings. If its ocean physics is off in its own menu, turn it back on once. ### Performance - Rain near rivers no longer drops the frame rate. In singleplayer it could fall to single digits beside streams while raining. - Waterfall spray costs far less to draw. - Distant falls behind you no longer build up spray. Turn back and it fills in within a second. - Large Sable vessels (Create Aeronautics and similar) cost far less server time, including ones nowhere near water. - Less spray while it rains. Clear weather is unchanged. ### Fixed - An intermittent crash at launch with C2ME installed, which struck on some launches and not others. - Streams no longer jump to river width just below their source when nothing flows into them. - Still-looking patches along an otherwise moving stream. - A lake settles at one level instead of a high rim around a lower middle. - The middle of a large lake wears bed material instead of the grass the land grew. - A lake over a cave no longer stands on nothing: its bed closes underneath with tapered rock. New land. - Streams no longer stop dead at a mineshaft entrance, and a mineshaft whose tunnels reach a distant stream is no longer dropped from the world. New land. - Streams no longer end in empty ground above a buried structure. New land. - Buildings no longer stand on a stream crossing their grounds. New land. - Bank materials no longer change along a chunk border. New land. - Trees beside a stream keep their trunks, so no canopy hangs unsupported over the water. - With Dynamic Trees, trees no longer grow inside lakes. New land. - Water falling down a drop keeps moving from the lip to the pool. - Frost walker lays ice on stream water, and that ice thaws back to stream water instead of a plain patch that Flowing Fluids can drain away. - Rivers and oceans no longer freeze over in warm biomes. New land only: an existing world is not repaired. - Streams and lakes no longer take their weather from a dimension another mod adds. - Stream water and ordinary water no longer turn into each other where they meet. - Elaina's Broom, and any entity a pack tags, is no longer swept away by a current. - A fish or item you reel in reaches you instead of drifting off. Loose items still drift downstream. - With Flowing Fluids, streams no longer swell, climb or spill out sideways. On Fabric they had no protection at all. - Streams follow ReTerraForged and FreeTerraForged terrain, and those mods' rivers get a current. - Particular's and Effective's waterfall effects stand down along streams; neither compatibility had ever taken effect. 26.x NeoForge gets them too. - Waterfall foam from Particular or Effective keeps to a limit instead of building up without one. - Video Settings / Particles now quietens waterfall spray, a particle limit of zero stops every particle, and the limit holds for one waterfall as well as for all of them. - With Sodium, a stream meets a lake or the sea flush instead of showing a seam. - A rare crash while chunks arrived around a stream. - The spill-over-water setting now warns that turning it off can overflow other mods' water tanks and channels. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 26.1.2 Fabric

2.14.1
26 сент. 2026 г.1,5 тыс.Minecraft: 26.1.2fabric
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 26.2 NeoForge

2.14.1
26 сент. 2026 г.428Minecraft: 26.2neoforge
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 26.2 Fabric

2.14.1
26 сент. 2026 г.8 тыс.Minecraft: 26.2fabric
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 26.1.2 NeoForge

2.14.1
26 сент. 2026 г.282Minecraft: 26.1.2neoforge
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 1.21.1 Fabric

2.14.1
26 сент. 2026 г.2,6 тыс.Minecraft: 1.21.1fabric
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 1.21.1 NeoForge

2.14.1
26 сент. 2026 г.10,8 тыс.Minecraft: 1.21.1neoforge
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 1.21.11 Fabric

2.14.1
26 сент. 2026 г.2,4 тыс.Minecraft: 1.21.11fabric
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 1.21.11 NeoForge

2.14.1
26 сент. 2026 г.127Minecraft: 1.21.11neoforge
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 1.20.1 Fabric

2.14.1
26 сент. 2026 г.1,7 тыс.Minecraft: 1.20.1fabric
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

2.14.1 - 1.20.1 Forge

2.14.1
26 сент. 2026 г.116,8 тыс.Minecraft: 1.20.1forge
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## Release Highlights - Bank styling overhaul. - Changed how streams follow the ground. ## [2.14.1] - 9/20/2026 ### Added - A bank style's `bed` and `waterline` rings can now plant scenery in the water itself: `bed` on the submerged floor (sea grass, kelp, coral) and `waterline` at the open surface (lily pads), alongside the existing land placements on `bank` and other rings. ### Changed - Bank styles are rings out from the water: bed, waterline, bank, an optional second bank ring, and more, and every size is a percentage of the stream's width, so a wide river wears wide banks and a brook narrow ones from the same file. Lists of blocks mix as patches instead of a per-column speckle, rings blend more softly into each other, a style can swap its blocks where a stream is steep, fast, bending, near its mouth or on a long flat, and can put scenery on a ring. A starred style wins over the other styles of its kind; beaches are starred by default. Styles written for earlier versions keep working unchanged. See GUIDE.md in the bank_styles config folder. - The built-in bank styles show their mixed materials as patches instead of a block-by-block scatter: river and forest beds come as stretches of gravel and stretches of clay, taiga shallows as cobble and gravel, and the sand on the inside of a bend reads as a bar rather than flecks. Applies to new land. - A bank feature file with no biomes or tags is a definition now, placed where a style's ring names it; a file that names biomes or tags places itself as before. Leftover files naming scenery the mod withdrew are removed on load. - The guide and examples in the bank config folders are rewritten for the new format, and refresh themselves whenever the format changes. - The bank styles `examples/` folder is a set of worked examples now -- one per technique, each explaining itself, with `08_everything.json` using every field the format has: all eight stream properties, all three material patterns, and scenery on the bed, at the waterline and on the banks. The copy of all 47 shipped styles it used to hold is gone (a style you write replaces the shipped one for the biomes it names, so you never needed the file), and the examples sit in `examples/` itself rather than a `techniques` subfolder. Two more ready-made scenery definitions are seeded: lily pads for a waterline ring and seagrass for a bed ring. - Streams sit in their valleys and follow the ground along their whole length on every terrain-accuracy setting, POTATO included. New setting, "terrain fit": closest, lighter, or none; follows the terrain-accuracy setting by default. - Lake shorelines now follow the terrain-accuracy setting too: finer on EXTREME and MAX, unchanged on HIGH, and a little coarser but quicker to generate on MEDIUM, LOW and POTATO. Applies to new land only. - MAX routes streams on a finer grid than before. - HIGH, EXTREME and MAX no longer cover the land in tiny headwater streams: a stream needs the same amount of land draining into it on every accuracy level, so a higher level places the same streams more closely instead of adding many more. Applies to new land. - Streams follow valleys and ridges more closely in rugged terrain: the land is now read in full wherever it bends, instead of being estimated between readings. New setting, "adaptive grid read", on by default; turning it off plans streams faster. Applies to new worlds. - Streams no longer loop back on themselves or leave nubs on their banks: where a stream bends back close enough to touch itself, it cuts straight across, the way a river cuts off an oxbow. Applies to new land. - A stream that runs into a pit too deep to cross and too small to be a lake now fills it as a plunge pool and carries on from the rim, instead of ending there. Mostly seen on HIGH and above, which are the levels that notice such pits. Applies to new land. - New setting, "legacy stream shaping": places streams the way 2.13.x did, for comparing the two or for keeping new land in step with a world begun on an earlier version. - The config is reorganised around what you are looking for: performance and stream planning first (the accuracy level, the watershed size, how far rivers are planned), then stream appearance, water behaviour, and particles and sounds, each in its own section, with short descriptions that fit the in-game tooltips. Watershed size is now a plain choice of 512 to 8192 blocks (1024 by default) instead of following the accuracy level. Settings you had are carried over, and a world keeps the watershed size it was started with whatever the setting says later, so existing worlds are unaffected. - Rivers and waterfalls underground (the Caves Reflowing addon) are heard when you are down there with them, and cave waterfalls spray. Water beneath the ground you stand on stays silent: a river or fall below you is heard through open air but not through a floor of rock, while a wall beside you never blocks it. - Bank plant life, flora and bank materials on all water, underwater plants and floating-snow cleanup no longer follow the terrain-accuracy setting: each is its own setting, on at the level MEDIUM had, on every accuracy level, and floating-snow cleanup simply always runs. POTATO and LOW worlds gain them. ### Fixed - A lake dug into a hillside no longer leaves a flat wall of dirt standing over its water: its shore is now shaped the way a stream's banks are, sloping gently up out of the water and easing into the surrounding land, whether that land stands four blocks above the lake or forty. Applies to new land. - A lake now shallows as it reaches its shore instead of holding its full depth to the water's edge, so you wade out of it up a beach rather than stepping off a ledge. Applies to new land. - A lake shore cut into a hillside wears the ground the land around it wears -- turf over its own soil -- instead of showing bare rock where the cut went in. Applies to new land. - Streams now meet a lake at its real shoreline: they are held at its surface, pour into it and leave it by the water's own edge, rather than by a blockier outline that could sit a few blocks off it. Applies to new land. - Lake shorelines curve between one stretch of shore and the next, instead of running as straight facets meeting at angles. Applies to new land. - On NeoForge and Forge, streams no longer leave whole chunks uncarved where a biome mod's biomes are not listed as overworld biomes (Still Life among them); they now form in every biome the overworld generates, as on Fabric. - The POTATO terrain-accuracy setting now generates new land as quickly as intended; its streams may sit slightly differently than before. - A lake whose outlet leaves over a waterfall is no longer removed, which left a river starting at full width from nowhere and the streams that fed the lake missing. - Streams meeting at a confluence are no longer removed as dead ends when the river carries on from that very spot, which left the river below suddenly wider with nothing joining it; many more tributaries survive, most noticeably on EXTREME and MAX. - Streams no longer stop on dry ground short of the sea where the flats along the shore count as ocean (World Reflowing's coasts, for one); they now run on into the water, in newly generated land. - Rare "Detected unsafe terrain read" warnings in server logs on wide streams, from a bank column's waterfall check reaching across chunk borders. It now stays within the safe range, like the rest of the carve. - River currents that reach the sea no longer sometimes flow backward, toward the land instead of out to the coast; most noticeable with biome mods that reshape the coastline. - The shortest-stream setting now catches a tiny stream that joins another one right before the coast, not just a lone stream running straight to the sea; previously that case was always kept regardless of the setting. - `riverDrainageSize`'s description now states its true default (one watershed), replacing a stale claim of twice that no longer matched the setting's real behaviour. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.546Minecraft: 26.1.2neoforge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.417Minecraft: 26.2neoforge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.9,2 тыс.Minecraft: 26.2fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.1,2 тыс.Minecraft: 26.1.2fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.41,6 тыс.Minecraft: 1.20.1forge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.2,7 тыс.Minecraft: 1.21.11fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.133Minecraft: 1.21.11neoforge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.1,7 тыс.Minecraft: 1.20.1fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.11 тыс.Minecraft: 1.21.1neoforge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.8

2.13.8
17 сент. 2026 г.3 тыс.Minecraft: 1.21.1fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. ## [2.13.8] - 9/16/2026 ### Fixed - World creation no longer sits on a black screen forever when the streams of one area cannot be prepared or their preparation never reports back; the cause is logged and the land generates without them. - Loading a world with XyCraft Machines, or any other mod that lists every fluid, no longer crashes. - Creating a world no longer leaves a report saying generation had stopped when it was still working normally. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.670Minecraft: 1.20.1forge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.272Minecraft: 1.20.1fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.1,8 тыс.Minecraft: 1.21.1neoforge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.445Minecraft: 1.21.1fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.2,5 тыс.Minecraft: 1.21.11neoforge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.265Minecraft: 1.21.11fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.184Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.165Minecraft: 26.1.2fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.24Minecraft: 26.2neoforge
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.7

2.13.7
16 сент. 2026 г.977Minecraft: 26.2fabric
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## Release Highlights - Lakes fill and meet their streams properly: no dry basins, steps, fountains or grass beds. - Far less memory over long sessions, and river currents prepared several times faster, at the cost of slightly increased watershed generation time. - Compatibility fixes for Create, Supplementaries, Sable, Fluidlogged, DreamShift and Still Life. - Additional cases of deadend streams resolved. ## [2.13.7] - 9/15/2026 ### Fixed - A stream no longer starts in the middle of nowhere at full width, with no headwater above it. ## [2.13.6] - 9/15/2026 ### Changed - Worlds hold far less memory as they are explored, and memory no longer builds up over long sessions or each time a single-player world is opened. - River currents are prepared several times faster on multi-core machines, and take far less work in worlds with underground rivers. - Visible river currents no longer wait behind terrain preparation while you explore; on Fabric and Forge they arrive with the land instead of seconds to minutes later. - Worlds with a large plate size no longer prepare all their streams again every time the server starts. - Cave streams shape their entrances without preparing the neighbouring land. - Each loader's jar no longer carries the other loaders' classes. ### Fixed - A lake no longer generates with its basin carved but dry, or with a dry patch, a step or a raised patch in its water. - Streams crossing a lake no longer leave columns of water standing above its surface and spilling outward as fountains. - A stream entering or leaving a lake now meets its surface flush, with no dry gap or notch between the two. - A lake a river runs through is no longer removed, which left the streams feeding it ending in mid-air. - Lake shores no longer leave gaps of air beside or beneath the water; built-up shores are a rounded bank level with the water. - Grass no longer shows through the water where a stream meets a lake or another stream. - A stream meeting a river or a shore now stops in the water instead of carrying on past it and ending in a small pool on dry ground. - Stream banks no longer show a grid of bare stone or lost turf along chunk borders. - Beaches keep the ground their biome gives them instead of stone. - Snow along streams in frozen peaks no longer floats in the air above bare packed ice. - Swamp water and other pools a stream cuts beside are walled in with matching ground instead of spilling onto its banks. - Plants under stream or lake water no longer leave holes or dry cells in it. - Streams near the coast in Still Life and similar overhauls take the world's own coastal water biome, and streams and lakes in worlds whose terrain mod has its own rivers take that mod's river instead of the plain vanilla river. - Flowing water built beside a stream or across a river carries items and mobs the way it flows, so water-channel farms work anywhere. - Zombies and other mobs are carried by gentle streams at least as strongly as by ordinary flowing water. - Dropped items no longer shoot ahead in water spilling over a stream or pool; they drift at the water's pace. - On Forge, streams flow and carry players and boats again in packs with mods that change how chunks are sent, such as DreamShift. - Pumps, pipes, faucets and tanks from other mods always take plain water from streams, so Create boilers and water recipes accept it. - Servers with Sable no longer crash when a physics object in a stream's current is removed, such as a despawning Tree Physics tree or a ragdoll. - Joining a server no longer crashes the game when Fluidlogged is installed. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes.
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.916Minecraft: 1.20.1fabric
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.2,2 тыс.Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.2,1 тыс.Minecraft: 1.21.1fabric
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.6,5 тыс.Minecraft: 1.21.1neoforge
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.1,4 тыс.Minecraft: 1.21.11fabric
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.67Minecraft: 1.21.11neoforge
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.627Minecraft: 26.1.2fabric
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.168Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.306Minecraft: 26.2neoforge
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.5

2.13.5
11 сент. 2026 г.4,4 тыс.Minecraft: 26.2fabric
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This release includes all changes made from 2.13.2 - 2.13.5 ## Release Highlights - ~50% faster watershed generation. - Support for the new "Caves Reflowing" addon. - Improved structure blocking from stream and lakes. - Better integration with Effective and Particular. ## [2.13.5] - 9/11/2026 ### Changed - Removed regression caused in 2.13.4 during the dry outlet fix, restored watershed preparation speed increase of 50% - Loading land no longer prepares neighbouring stream regions early just to check structures. ### Fixed - Stream regions a player is waiting on no longer slow to a crawl later in a session. - The stall diagnostic file is no longer written while a player stands still in loaded land. - Worlds created on 2.12.9 or later keep their existing streams after updating instead of preparing them again. ## [2.13.4] - 9/9/2026 ### Fixed - Added support for the addon "Caves Reflowing". - Land no longer stops arriving for up to 30 seconds at the edge of a stream region still being prepared. - Streams no longer end on dry land, where it mistook low elevation for ocean. - Small structures on a lake bed no longer leave a block of undug ground in the middle of the lake. - On Forge and NeoForge, mobs, items and boats now drift at the current's speed, as on Fabric. - Water above or below a stream no longer picks up the stream's current. ### Added - Effective and Particular waterfall effects now appear where streams actually fall, not along every pool edge. Water off streams is unaffected. - Streams with no outlet can continue underground when an addon that supports it is installed. Without one, nothing changes. - If chunk generation stalls for 20 seconds, a diagnostic file (streamsreflowing-stall-<time>.txt) is written to the game folder. ## [2.13.3] - 9/8/2026 ### Fixed - Large boulders from Oh The Biomes We've Gone and vanilla mossy forests are no longer sliced into chunk-shaped pieces over streams and lakes. - Cold streams and lakes no longer freeze in a patchwork along chunk borders. - Land no longer stops arriving in a wide band ahead of you while a stream region is prepared. - Streams no longer stop short in a shallow sheet of water or on sea-level ground; they reach real ocean, river or swamp water, or are not generated. - Structures no longer generate in streams and lakes. - The locate command and structure trackers no longer point at structures that will not generate. ## [2.13.2] - 9/3/2026 ### Changed - Land arrives faster: stream regions are prepared about twice as quickly, nearest first. Streams are laid out exactly as before. - Chunks near water spend far less time waiting to generate. - Fallen logs, toppled trees and driftwood beside water (added in 2.13.0) are withdrawn until a later release. Their unedited files in `config/streamsreflowing/bank_features/` are removed on upgrade; edited ones are kept. ## [2.13.1] - 8/26/2026 ### Fixed - Rivers no longer dead-end in a pond too small for them. - Create water wheels no longer stop turning after a server restart. - Waterfall spray no longer appears where no water is falling, such as seabeds reshaped by other mods. - The particle limit setting now also covers waterfalls. - Fast flat water no longer throws large waterfall foam; it uses fine spray instead. - Teleporting no longer leaves your new surroundings waiting behind the old ones. - Physics mod fixed finally? Not sure lol I need to download the pro version. - Streams and waterfalls now generate on worlds with a custom sea level or world height. - Land already generated keeps its streams after a settings change or mod update; stream-layout settings apply to new land only. - Small values of the shortest-stream setting now remove short stubs as intended. - Streams no longer stop just short of the sea on a drowned shelf or shallow lagoon. - Streams now turn with a river's current where they join, instead of cutting across it. - Stream mouths are no longer accepted on dry land near water at low detail settings. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens (remove it from "biomes to leave alone" to allow them). - The default stream particle limit drops from 3000 to 1000. ### Added - New setting for which water the shortest-stream rule applies to: ocean, ocean and rivers (default), or ocean, rivers and lakes. - Floating debris, barrels and lures from other mods now drift with the current. Lili's Lucky Lures works out of the box; add others with the `streamsreflowing:drifts_in_current` tag. ## [2.13.0] - 8/25/2026 ### Fixed - A world now keeps the streams it was created with, exactly. The way terrain is read could settle differently from one session to the next, and whole stream networks could shift with it -- streams no longer move between visits. ### Changed - Streams carve about 30% shallower by default (the "stream depth" setting now defaults to 0.24 of the width instead of 0.34). Applies to newly generated chunks. - Chunks near streams generate faster on terrain packs with heavy climate noise: the carve asked the world generator for the biome once per column and now asks once per biome cell, with identical results. ### Added - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - Bank features: the land beside water now gets hand-built scenery that fits the biome -- fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes -- and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear -- nowhere, this mod's streams only, streams and its lakes, or every water edge including rivers and oceans (the default). - Stream shape now responds to the land, behind seven new settings, each on at half strength by default (0 turns one off; streams are then exactly as before): "width follows slope" (steep reaches run narrower, flat ones wider, and a flat reach over loose sand or gravel opens out very wide and shallow, like a river over fine sediment or a delta), "width follows climate" (wetter biomes carry wider streams), "width variation" (a stream pinches and broadens along its course), "depth follows terrain" (steep, firm-banked reaches cut deeper; flat sandy ones run shallower), "bend asymmetry" (bends run deep against the outer bank with a gravel shelf on the inside, and the deep water swings from side to side as the stream winds), "channel bars" (flat, long-settled reaches with loose sandy or gravelly banks run shallow and braided -- the bed wavers so the water weaves between bars and small islands it builds itself, more so in dry or cold country; and the ground itself decides -- any bed a shovel digs, sand, gravel, dirt or mud, can braid, the quicker-dug the looser, whatever the biome is called, while stone and other pick-mined ground never does; never on steep reaches, and always with open lanes of water through), and "delta mouths" (flat, loose-banked streams fan out as they reach the sea or a lake, with bars inside the fan). The width settings reshape the stream network and apply to new worlds; the others reshape the bed and apply to newly generated chunks of any world. - Bank styles can now say how firmly their banks hold (`cohesion`: loose sand and gravel spread wide, shallow and bar up; clay and rooted soil hold narrow and deep) and what coarse material collects on the inside of bends and on bars (`point_bar`). Both are optional; a style that says nothing is judged from its biome's tags. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall -- and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size -- and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray -- surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can -- but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring -- the game pausing for a moment every fifty seconds or so, felt as rubber-banding -- on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join -- one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.1,2 тыс.Minecraft: 26.2neoforge
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.21,6 тыс.Minecraft: 26.2fabric
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.572Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.2,3 тыс.Minecraft: 26.1.2fabric
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.275Minecraft: 1.21.11neoforge
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.15,2 тыс.Minecraft: 1.21.11fabric
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.20,1 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5neoforge
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.8,4 тыс.Minecraft: 1.21.1fabric
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.18,4 тыс.Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge, neoforge
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.13.1

2.13.1
27 авг. 2026 г.3 тыс.Minecraft: 1.20.1fabric
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Version changes 2.12.9-2.13.1 are included in this release. ## [2.13.1] - 8/26/2026 ### Fixed - A river can no longer dead-end in a pond a fraction of its size. A stream will only spawn ending in a lake that can plausibly hold its outflow. - Create water wheels stopped turning after every server restart and had to be broken and replaced. A stream's current is worked out per chunk the first time somebody looks at that chunk, so a chunk that had merely loaded. - Spray poured out of water that has no waterfall in it at all: a modpack that reshapes seabeds drops sand and gravel after the land is made, the displaced water pours back in, and every one of those columns looks exactly like a fall. Now waterfalls check for air presence. - The "most stream particles at once" setting now governs waterfalls too. It only ever limited the fine spray on the water's surface, while falls answered to a separate fixed limit, so turning it down to chase frames did less than it looked like it should. - Big billowing puffs appeared on flat flowing water, where only fine spray belongs. Fast water in an open channel breaks white with no obstacle needed, and it was doing so with the large soft foam built for the foot of a waterfall. It now throws the same small droplet the water's edge throws where a current meets a wall. - Teleporting left the new surroundings waiting behind the old ones. Now queues will be discarded when a player teleports. - Physics mod fixed finally? Not sure lol I need to download the pro version. - No streams or waterfalls at all on worlds built taller or deeper than vanilla. Where a stream may begin, end and level out is all measured against the sea, and the mod assumed the vanilla sea level of 63 rather than asking the world. Now streams will adjust their outflow heights to the world at hand. - The streams an area was generated with are now kept for the life of the world, always. Stream networks are worked out once per area and saved with the world -- but a settings change or a mod update could throw that saved copy away and work the area out afresh, putting DIFFERENT streams through land whose channels were already carved for the old ones. No longer: land already generated keeps its streams exactly, and every network-shaping setting now does what its description always promised -- it applies to land generated from now on, and is best chosen before creating a world. A note in the log says when a world's streams predate its current settings. - The "shortest stream" setting quietly meant "keep every stream, however short" for any value under a single routing step (16 blocks at the default detail). Short values now clear the shortest stubs as asked. - Streams could stop just short of the sea, ending on a drowned shelf or in a shallow lagoon a few blocks from open water. Now streams will end by default only when there is a real outlet biome recognised near the point of outflow, and streams can navigate deeper to safely end in real water. - Where a stream met a river, the stream's current carried straight across the river's, driving a wrong-way lane through the water it was joining. The river now turns the stream as it arrives, the two meet at an angle, as a confluence does, and a stream arriving head-on against the current swings round to run with it. ### Changed - Streams and lakes no longer carve through Oh The Biomes We've Gone's crag gardens, which are sculpted stone whose look running water spoils. Added to the same "biomes to leave alone" setting that already skips Terralith's yellowstone and Terrestria's caldera. Remove it there if you want streams in them. - Fewer stream particles by default: the ceiling on how many may exist at once drops from 3000 to 1000. It is a safety valve rather than a target, and ordinary play never came near either number, but on a heavy modpack the old ceiling was high enough to matter before it ever caught anything. Raise it in the settings if you want the old maximum. ### Added - New setting, "which water the shortest-stream rule guards": the rule only ever cleared short stubs where they met the OCEAN, so the same nubs dotted river banks and lake shores untouched. Choose the ocean only, the ocean and rivers, or the ocean, rivers and lakes. The ocean and rivers by default: lakes are left out because a short stream feeding a small lake reads as its inflow rather than as a stub, and you can add them if you disagree. Streams that join another stream are never affected, and dry biomes stay exempt. - Floating debris, barrels and lures from other mods now ride the current instead of sitting still in moving water. Such things are usually built to bob in place, so nothing about ordinary water ever moved them. Ships knowing about Lili's Lucky Lures' floating debris and books; anything else can be added with a datapack tag (`streamsreflowing:drifts_in_current`), and they drift at the same pace a boat does. ## [2.13.0] - 8/25/2026 ### Changed - Streams carve about 30% shallower by default. - Chunks near streams generate faster on terrain packs with heavy climate noise. ### Added - Stream shape now lightly simulates erosion and sediment deposition. Streams with loose sediment like sand and gravel will leave sandbars and run low and wide, streams carving through rock-hard surfaces will lie tighter and deeper in the surface, streams will have asymmetric banks around beds and can form oxbows under the right conditions. - Currents now have STRENGTH, not just direction. Water runs fast where the bed is steep, pinched or deep, barely stirs on a lazy flat, and races over a fall, and everything in the water feels the difference: items and boats drift at the current's own pace instead of one fixed speed, mobs are carried accordingly, fishing bobbers stay put in slack water, and the spray reads the same way (rapids churn white, slow reaches stay glassy). - Rivers that a terrain mod biomes as something else mid-course (an ocean-tagged arm, a cave stretch, a river diving underground and running through caves at sea level) now keep flowing end to end instead of going still where the river biome stops. - A long river now keeps one direction where it crosses between two areas of the map, instead of its current sometimes meeting itself head-on partway along. New setting, "rivers agree across the join", on by default. - Bank features: the land beside water now gets hand-built scenery that fits the biome:fallen logs and whole toppled trees with branches and canopy in the woods, in the local wood, and sun-bleached driftwood on beaches and in dry country. Each piece lands in a random rotation and mirror, sometimes in another wood, and beds into the ground at the foot of its trunk rather than perching on the surface, so a handful of builds never read as copies. They appear at the same spacing along a stream bank as along a river bank or a shoreline. Every one lives in the `config/streamsreflowing/bank_features/` folder as its own file, so you can delete the ones you do not want, change how often each appears, or move it to other biomes, and a structure you build in-game and save with a structure block can be added the same way. - New setting, "bank features": where that scenery may appear. ## [2.12.9] - 8/25/2026 ### Fixed - Joining a dedicated server crashed the game the moment the player came near flowing water, on Forge and NeoForge ("Registry Object not present"). This was introduced in 2.12.8 by the change that lets players without the mod join: the server stopped announcing the stream spray, which opened the door for them -- but a player who has the mod takes the server's word over their own on what exists, so their spray went with it, and the game fell over trying to show it anyway. The game now checks before showing spray, so a server without it just means still-looking water, never a crash. 2.12.7 and earlier were unaffected; if you downgraded to get around this, it is safe to come back. - Turning "generate lakes" off filled the world with more lakes than leaving it on. The off switch worked by setting the smallest allowed lake impossibly high, and the arithmetic that converts that limit wrapped it around into the smallest value allowed instead -- so every dimple in the terrain qualified. Off now means no lakes at all, and none of the work of finding them is done either, so the setting is also the performance saving it always claimed to be. - The "smallest lake" setting is now respected everywhere. A basin with strong inflow was allowed in at half the configured size, and however high you set the bar, a well-fed pond of a few blocks could still form. The size you set is now a hard floor for every lake. - Floating plants around streams and lakes: grass tops hanging in the air, vines left drifting where a bank was cut away, and single floating tufts above re-dressed banks. Removing a plant's lower half can strand the half above it, and three different cleanup passes each got this wrong in their own way; all three now take the whole plant. - The "droplet size" and "spray density" settings did nothing on Forge and NeoForge. They now work on every loader, and density governs all of the spray, surface bubbles, drifting leaves and sticks, and whitewater, not just waterfalls. - Villages and other structures could generate half-carved by a stream, standing in a lake, or floating above ground that had been dug out from beneath them. The mod avoids placing structures on its water where it can, but early in world generation it sometimes cannot know yet, and a structure that slipped through then had the ground carved from under it. The carve now steps around every placed structure: buildings stand on their own untouched ground, and a stream crossing one simply parts at its walls. - Structure compasses and locator maps could point at a structure that was then never built, leaving the marker aimed at nothing. Where the mod knows its rivers, the answer a compass gets and the structure that actually generates now agree; a wet site is skipped by both, and the pointer moves on to one that really appears. - Rare errors in server logs during world generation ("Detected unsafe terrain read"), from bank dressing reaching further than it should beside wide channels. Wide-channel banks now stay within safe range, like every other part of the carve. - A regular hitch while exploring (the game pausing for a moment every fifty seconds or so, felt as rubber-banding) on machines with slower disks or an antivirus watching the game folder. The mod's memory of where currents run was being saved to disk at a moment that made the whole game wait for the disk; it is written quietly in the background now, and nothing waits on it. - A rare crash on processors with very high core counts, where two parts of the mod adjusted the size of the same worker pool at the same moment. Machines with many cores resized far more often and so actually hit it; the pools now take turns. - Flowing Fluids could drain a stream through the ordinary water beside it. Streams hold their level better against it now. ### Added - New setting for server owners, "stream spray on a server" (Forge and NeoForge): choose between stream spray for your players, or letting players without the mod join, one server cannot have both. On by default, since a server running a worldgen mod usually expects its players to have it. Fabric servers need no such choice: there, players with the mod see spray and players without it join freely, always. - Structures that must never lose to water can be named in a datapack tag; the water yields to them instead, parting around their walls. Ships covering No Man's Land's meeting points, so its progression trail always leads to a real structure. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.417Minecraft: 26.2neoforge
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Что нового
Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.11,7 тыс.Minecraft: 26.2fabric
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Что нового
Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.1,6 тыс.Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.882Minecraft: 26.1.2fabric
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Что нового
Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.97Minecraft: 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2neoforge
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Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.1,6 тыс.Minecraft: 1.21.11fabric
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Что нового
Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.12,5 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5neoforge
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Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.2,1 тыс.Minecraft: 1.21.1fabric
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Что нового
Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.2,8 тыс.Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.8

2.12.8
21 авг. 2026 г.1,2 тыс.Minecraft: 1.20.1fabric
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Version 2.12.7 skipped public release, and version 2.12.8 includes changes from both versions. ## [2.12.8] - 8/20/2026 ### Fixed - Servers now accept players who do not have the mod installed on fabric, neoforge support is closer to completion. - Worlds generated by ReTerraForged were not being read through it, even though the mod was installed and working. Streams then re-derived every height from scratch the slow way, which is a large part of why generating them on those worlds was so slow. If it ever cannot read that terrain now, it says so in the log instead of quietly carrying on. - Stacked grass blocks along carved banks, where a bank was dressed in a material that belongs only on top. Turf sits on the surface with dirt beneath it now, as natural ground is layered. This covers modded grass as well as vanilla's. - Dedicated servers running NeoForge could not start at all with 2.12.7 installed: mod loading failed outright, reporting that a client-only screen class had been requested on a server. The in-game settings button is now set up only where there is a screen to open it. Clients and singleplayer were never affected. - Create machines could not use stream water. A hose pulley set into a stream drained it happily but filled its tank with a fluid of its own name that no recipe would accept; machines are handed ordinary water now. This only ever applied where the mod's dedicated stream water is in use (worlds running Flowing Fluids, or the "force baked fluid" setting) and the stream itself is untouched. - Blocks placed in that same stream water stayed dry. A fence, slab or stair standing in a stream now fills with water exactly as it would in a river of ordinary water. - Settings changed on Fabric did nothing until the game was restarted. The config is re-read at every world launch, and the files are now watched, so an edit takes effect straight away. - The Physics Mod laid a second, shimmering animation over flowing stream water, which flickered against the mod's own current. When that mod is present its water effect is now switched off, leaving one animation on the water; its ocean waves are untouched, and the new "Physics Mod water" setting turns the behaviour off if you would rather see both. - Bare subsoil along the tops of banks that a carve had only just grazed. A column barely touched now keeps the turf it already had, whatever the slope beneath it. - Swamp streams ran over gravel. Swamp beds and waterlines are mud now, as in a mangrove swamp; above the water the bank takes the ground's own material, as every bank does. This holds for any swamp, not just the vanilla one -- a modded swamp that also counts as plains, taiga, hills, woodland, dry or snowy used to be able to take that biome's gravel instead, and can no longer do so. ### Added - New setting, "biomes streams may open into": which biomes a stream is allowed to end in, as a list of biome tags and ids. Rivers, oceans, swamps and wetlands by default. A biome counts if it lies within one cell of the mouth, so water sitting just outside the biome that owns it (the last blocks of a river, the edge of a swamp pool) still ends a stream properly. Leave it empty to accept any body of water at all. This mod's own lakes always end a stream whatever the list says. A stream with nowhere it may end is not generated, so a shorter list means fewer streams. - New settings, "mobs that hold in currents" and "mobs that drift in currents": name any mob to override whether the water carries it. For a modded swimmer the game does not class as aquatic, or anything you would rather was not washed downstream. A mob named in both drifts. ### Changed - Banks now wear the ground's own material above the waterline, in every biome rather than only the ones that named one. Beds and waterlines keep their designated blocks, which is where a chosen material belongs; banks are the part that has to meet whatever land it runs into. Styles that deliberately leave the bank alone are unchanged. - Bank dressing now counts ground up to and including 45 degrees as walkable, so a gentle bank keeps its turf further up, while anything steeper stays a bare cut face as before. ## [2.12.7] - 8/19/2026 ### Added - Full in-game config overhaul. Now players have access to all options in a well formatted menu when configured or mod menu is installed. (It is known that tooltips will cut off at the top of the screen, and changes will be made in the future to prevent this.) - Streams now reach rivers at ANY elevation, including rivers a terrain mod carves high in the mountains, and end in them the way they end in a lake -- flush, at the river's own water level. Previously a stream could only finish at the sea or at one of this mod's lakes, so whole watersheds around a highland river simply had no streams in them. - The mod now recognises rivers from any terrain or biome mod, rather than a list of known ones, and names its stream water after whichever river that world would naturally put there -- so streams read as part of the local landscape instead of a foreign river type. - Streams and lakes are now separate settings, "generate streams" and "generate lakes", so you can have one without the other -- lakes in a world with no streams, or streams that run to the sea and to rivers with no lakes anywhere. Together they replace the old "generate rivers" switch: with both off the mod does no terrain work at all -- no height sampling, no watershed building -- and generation costs what it would with the mod absent, while natural river currents keep working if you want just those. - New settings, "particle size" and "particle density". Size changes how the spray reads -- fine mist through to fat gobbets -- and density changes how much water is in the air. They are independent by design: the amount of spray stays constant as you change its size, because the droplet count follows size in inverse square, the same rule that already keeps distant waterfalls matching near ones. Density is the dial to turn down for frames, and it governs surface bubbles, drifting debris and whitewater as well as waterfall spray. (Stream and waterfall loudness already has its own setting, "water ambience".) - New setting, "force baked fluid": always fill stream channels with the mod's own dedicated stream water instead of plain water, for setups where something interferes with plain-water streams -- water-physics mods draining them, or structures whose own water spills into a channel. The stream fluid stays put and keeps its current, and while the setting is on, the "water spills over water" behaviour applies only to the stream fluid, leaving plain vanilla water spreading untouched. New chunks only; players joining a server with this on need the mod installed. - New setting, "spill on streams only" (on by default). "Water spills over water" now applies to this mod's own streams rather than every water block in the world, so ponds, lakes, farms and anything players build spread exactly as vanilla water does again. Turn it off to restore the old whole-world behaviour. - ReTerraForged support, on by default and inert without it (new setting, "reterraforged integration"). Streams follow that mod's own terrain instead of re-deriving it, which makes stream generation faster on those worlds, and its rivers -- which it generates with no current of their own -- now flow. If you use ReTerraForged, a larger plate size is recommended and its own natural rivers are best turned off: they are small enough that stream networks have little to connect to. - Servers running this mod on Fabric now genuinely accept players who do not have it installed. Despite the 2.12.3 change, such clients were still turned away at connection ("This server requires Fabric API installed on your client"), because the mod registered content a joining game is required to know about -- content that never appears in a normal world. A dedicated server now only registers it for the worlds that actually contain it (servers running Flowing Fluids, or old worlds needing the "legacy stream fluid" setting); on every other server, players without the mod connect and see ordinary still water. Singleplayer is unchanged. ### Fixed - Water in the Nether and the End could be given a current, in patches that looked random. Streams are an overworld feature and are only ever built there, but the check that asks "does this water carry a current?" knew a position and not which world it was in -- so water standing at the same coordinates as an overworld stream inherited that stream's flow, wherever it was. On a server this pushed boats and items around in those pools too. Currents are now confined to the overworld, and on Fabric the currents from the world you left are dropped when you travel to another dimension. - Natural rivers could run two ways at once, splitting somewhere along their length instead of flowing one way to the sea. The way a river's direction is decided has been returned to the version that did not do this; a river now settles on one direction along its whole length. - Bare dirt and stone along the tops of stream banks, where the carved bank levels out into untouched land. Banks are dressed with the ground's own material, and the pass that dresses water's edge was reading the column after it had been cut -- so it laid the exposed subsoil back down as if that were the surface. It now works from what the ground looked like before the carve, so a bank ends in the same turf as the land it runs into. - Plants stopped bank dressing altogether: a column with grass or a fern growing on it was mistaken for one made of grass, and skipped. The ground beneath the plant is dressed now. - Where two biomes' bank styles meet, the change of material fell on a dead-straight line. It now breaks up along the boundary, the same way the biomes themselves do. - Where a stream ends in the sea, the current no longer converges on a single point. It spreads outward into the water instead, opening out from the mouth. Rivers that merely run along a coast are untouched. - Creating a world could fail outright -- generation stopping near the end and the new world vanishing -- on some terrain-mod combinations. Naming stream and lake areas after their water is cosmetic, but on worlds whose chunks refuse to be renamed it was stopping generation. It is skipped on those worlds now, with a note in the log; the water, the terrain and everything else are unaffected. - The patterned bands across lake beds and shores, which followed chunk edges and rearranged themselves every time an area was regenerated. Deciding how to dress the ground around water, the mod looked at the water actually placed in the neighbouring chunks -- but its own lakes and streams are placed chunk by chunk as the land generates, so whether the water was there yet depended on which chunk happened to be built first, and that order changes from run to run. Ground beside a lake was dressed when its neighbour came first and left bare when it did not. The mod now asks its own plan where its water is, which reads the same from any chunk at any time, so a lake bed is dressed the same way whichever order the land is built in. - A column on a chunk border could also fail to notice a lake one block away in the next chunk, and treated itself as dry land -- banking and freezing as if the lake were not there. - Bands of river-coloured bank and bed blocks along chunk borders, which moved every time an area was regenerated -- and the related patches of ice, and the odd blocks left where a lake had been skipped for a blacklisted biome. All the same cause: asking "which biome is this?" nudges the answer up to two blocks, so a column near a chunk border could be answered by the neighbouring chunk instead, and streams are marked as river at the very end of a chunk's generation. A border column therefore got "this is a river" or "this is forest" depending purely on whether the chunk next door had finished yet, which varies from run to run. Those questions now read the land itself, which gives the same answer from anywhere at any time, so bank materials, plants and the biome blacklist no longer change at chunk borders. - Stream particles and sounds could appear underwater, at the bottom of a river, pond or shallow sea: water overhead with solid ground beneath is the same shape as the foot of a waterfall, so a submerged bed was occasionally mistaken for one. Falling water now has to have open air beside it, and a stream surface has to have open air above it, so nothing bubbles or roars from inside the ground or under a sea. - Stream sounds kept playing where water had been removed. The current map a stream's sound is read from is built when the land generates, so it went on describing a river through ground that had since been drained, dammed or built over. Sound now also checks that water is really still there, so draining a channel silences it within a few seconds, and refilling it brings it back. - The "particles on vanilla water" setting works as intended again. It is meant to choose between effects on any falling water and effects only on this mod's streams, but because streams are ordinary water, turning it off used to switch stream waterfall effects off altogether rather than narrowing them. It now scopes by which water carries a current, so both choices behave sensibly -- and the narrow one is also much cheaper. - Natural river currents now work on their own. Turning the mod's own generation off used to silence them too, even though they are vanilla's rivers and need no stream, lake or watershed of ours to flow. - Skeletons and zombies are no longer immune to stream currents. Water creatures hold their position against a current so they can swim normally, and the undead were being swept into that group for merely not drowning -- so they stood in flowing water as if it were still. They are carried by the current now, like every other land mob. Drowned still swim freely, as do fish, dolphins, squid, turtles, axolotls, guardians, frogs and tagged modded aquatic mobs. - The 1.20.1 versions are building again after a change that only compiled on newer Minecraft versions. ### Changed - Every setting now carries a performance notice AND a note saying when it takes effect and whether it is safe to change on a world you have already played: some apply the moment you save, some apply to chunks generated from then on, some need the world reloaded first, and the ones that reshape the stream network warn that new land will not line up with old and are best chosen before starting a world. From "the biggest dial: off costs nothing" down to "negligible, shape only", with the particle options marked as costing frames. Hovering a setting in the Fabric config screen shows that option's full description, its performance line and its world-safety note; on NeoForge and Forge the same text appears in the config files and in mod-config browsers like Configured. - The Fabric config screen is now grouped by category -- General, Performance, Appearance, Water, Experimental, Particles &amp; Sound -- one category per page, with the category named at the top. - The Mod Menu config screen on Fabric now shows every setting, not just a handful of headline dials. It lists the config files themselves -- both the worldgen/gameplay file and the client file, every option in order, across pages -- so options added in future versions can never be missing from it. Toggles for on/off settings, a level cycle for terrain accuracy, and text fields (validated on save) for everything else; edits are written into the config files with their comments intact. - Bank dressing follows the shape of the ground: walkable ground gets the surface material with soil beneath it, as natural ground is layered, while a cut face or a cliff stays bare rock and soil all the way up. Below the waterline nothing changes. - Ground levelled up against a carved bank is finished with the surface of the land it meets rather than the material underneath, so filled seams are no longer visible as bare patches. - When the river re-biome uses the mod's own stream biome, that biome now takes its climate from wherever it runs: one biome identity for all stream water, freezing, snowing and raining exactly like the land around it. - Travelling through the nether now prepares the overworld overhead: the stream region directly above a nether player is readied in the background as they move, so coming back through a portal into fresh terrain no longer means a long wait while that region prepares. ### Removed - The "generate rivers" setting, replaced by "generate streams" and "generate lakes" (see Added). The old name described neither what it controlled nor what it cost. - The experimental "converge spills" setting, which turned two colliding flows into a new water source. It was off by default and superseded by the way streams are contained now. ## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only.
release

Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.1,9 тыс.Minecraft: 1.20.1fabric
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.2,8 тыс.Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.8 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5neoforge
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.6,7 тыс.Minecraft: 1.21.1fabric
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.1,6 тыс.Minecraft: 1.21.11fabric
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.360Minecraft: 1.21.11, 26.2neoforge
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.203Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.58Minecraft: 26.2neoforge
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.817Minecraft: 26.1.2fabric
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.12.6

2.12.6
13 авг. 2026 г.15,7 тыс.Minecraft: 26.2fabric
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## [2.12.6] - 8/13/2026 ### Changed - Rivers and oceans keep their own shoreline. Where a stream meets naturally generated water, the bank above the waterline is left exactly as the biome grew it instead of being re-surfaced, so beaches, cliffs and grass run unbroken into the water. Only the parts genuinely under water are dressed. This covers every vanilla river and ocean, and modded ones that use the common tags. - River beds now carry gravel and clay. - Clay on the biomes that recently gained it (plains, forests and taiga) has moved below the water. It is a bed deposit now, mixed through the gravel on the bottom, instead of a stripe at the waterline or up the bank. ## [2.12.5] - Unreleased ### Fixed - Console error spam on some setups -- "Detected unsafe terrain read during worldgen ... streamsreflowing:river" repeating during world generation. The probes behind it also made a waterfall's landing shape near chunk borders depend on generation timing; they now stay within the area guaranteed stable, so the result is the same every time and the errors are gone. - Missing features return to 1.20.1 forge from a broken build on last release. ### Changed - A performance pass over preparing the terrain around areas that form lakes. Worlds on several popular terrain packs build new stream regions substantially faster. ## [2.12.4] - Unreleased ### Changed - Faster stream preparation on more worlds. Several popular terrain packs (alone and in combination) that previously prepared at the slower baseline now use the optimised path, including on Minecraft 26.1 and 26.2, and the choice is verified against the world's real terrain each time. ### Fixed - Streams that met a lake below its surface and climbed up into it at the shore. A stream making contact with a lake now holds at that lake's surface through its whole approach, arriving level and entering flush and every branch feeding that stream is held the same way, so no feeder steps up into held water at a junction. A lake whose incoming water genuinely rises from below its surface which would leave the lake perched over the stream breaching it is not placed at all. - "Saving world" hanging forever when quitting while nearby terrain was still generating. ## [2.12.3] - Unreleased ### Added - Servers running this mod now accept players who do NOT have it installed. The water-current channel is optional, so a vanilla client connects normally and simply sees still water; everything else -- the carved valleys, streams, lakes and banks is part of the world itself and looks the same to everyone. - New setting, "river drainage area": how large an area a river's current is worked out over. Larger areas let a long river find its true outlet, so its current runs the right way along its length. - The stream-density setting now reaches 2.0: values above 1.0 give a sparser network than the classic one, where a valley carries a single stream instead of a branching set. ### Fixed - Vanilla rivers now run more often one way from source to sea. - Multi-second freezes while playing, most noticeable when arriving somewhere new, teleporting, or re-entering a regenerated area. Delivering the currents for newly visible water was rebuilding far more of the world's appearance than it needed to, all in the same instant. - River and stream currents that took a long time to appear sometimes a minute or more, as if they were waiting for every chunk in sight to finish. Currents now arrive with the water itself, and the few that genuinely have to wait fill in within a second or so. - Water in some places losing its biome colour and rendering plain blue, after creating several worlds in a single play session. - Small dotted holes cut into hillsides near streams, and the walls and vertical slices that were being carved into the sides of hills alongside them. - Low walls no longer follow flat, gentle stretches of stream one block off the water; a raised lip is only built where fast water rides the outside of a bend, it is a single block high, stands a little further from the water's edge, and is built solid. ### Changed - Stream berms return to their earlier shape: narrower, with a single flat shoulder at the water's edge before the bank rises. ## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.1,4 тыс.Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.1,5 тыс.Minecraft: 1.20.1fabric
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.4,7 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5neoforge
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.957Minecraft: 1.21.1fabric
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.615Minecraft: 1.21.11fabric
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.49Minecraft: 1.21.11neoforge
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.480Minecraft: 26.1.2fabric
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.123Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.2,5 тыс.Minecraft: 26.2fabric
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.12.1

2.12.1
10 авг. 2026 г.139Minecraft: 26.2neoforge
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## [2.12.1] - 8/10/2026 ### Fixed - Streams meeting a pond or pool along their course no longer build a walled, ramped channel over the water: the stream now merges into water it runs close above, and a fall ending over open water drops straight in -- no cup, no walls, no earthen ramp connecting it to the surface. Where a stream reaches a body of water, its banks open up from that point on instead of walling the water in. - Waterfalls no longer leave stray banks behind: sections of raised bank standing in mid-air along the line the stream would have taken, single blocks of water perched above the pool, and low walls at the foot of a fall are all gone. A stream's banks now follow the water itself, so a whole reach is either contained or open rather than alternating block by block. - Raised banks no longer break open where a stream runs along the edge of lower water, and the notches that let water leak out through those gaps are filled. - Streams no longer dip for a block or two mid-course, leaving a hollow in the water surface, and no longer leave a lone block of water standing above the rest of the stream. - Earthworks are never built through standing water: the small submerged walls that used to trace a stream's path along a lake or river bed are gone. - Banks beside a stream now hold flat at the water's level for a block or two before rising, and their outermost block steps back down to the shore, so a bank reads as a shore rather than a wall. - A stream running off a sheer drop above a river no longer builds a smooth earthen ramp connecting it down to the water: when real water lies below the drop, the fall is left open and the stream plunges straight in. - Streams crossing ravines or running over caves no longer build colossal earthen supports filling the space below them. Every stream now keeps the same shallow, natural cup under its bed regardless of its width -- wide rivers included. - Large recurring frame stutters while standing still, most visible with per-block colour resolvers such as Serene Seasons' (reported with a Spark profile -- thank you). Two causes in the water-colour lookup, both fixed: its coordinate keys collided badly enough to turn cache reads into tree walks, and cells still waiting on unloaded chunks re-ran their whole search on every colour resolve instead of being remembered until the chunks arrive. ### Changed - Banks alongside streams are wider and spread more gently into the surrounding ground. - The `/streams` diagnostic commands are consolidated from eleven subcommands to five: `trace` (every column diagnostic at your feet), `map` (every area map), `regen`, `client` and `census`. - `/streams regen` replaces `/streams carve`: instead of re-carving terrain in place (which compounded the carve's own output and wrecked the area), it marks the surrounding chunks and regenerates them from scratch at the next world open, with full diagnostics logged during the regeneration. It asks for an in-chat confirmation first, since everything in those chunks is discarded. - Added two new audio types for streams, 'roar close' and 'roar far'. - Improved stream audio to play linearly and universally from sources. - Tweaked stream audio volume levels. ## [2.12.0] - Unreleased ### Fixed - Broken lakes on packs using the fast terrain path: partially formed lakes with hard, chunk-aligned water edges, lakes whose water level disagreed with the streams around them, and lakes that came out differently each time the same seed was generated. The terrain path is now decided once per world and remembered, so every part of a world -- and every regeneration of the same seed -- agrees about where water belongs. Existing worlds keep their already-generated terrain but stop producing new inconsistencies from here on. - Lake shorelines are now smooth curves instead of blocky, sometimes chunk-aligned edges: the water fills the whole basin it was planned to, shorelines are rounded at every scale, and streams meet their lakes properly (inlets blend into open water instead of stopping at an invisible wall). - Small hills inside a lake's footprint no longer survive as buried pockets or dry patches: high ground standing where the lake belongs is reshaped into lakebed, and stream-mouth banks no longer build over freshly placed lake water. - Flying quickly along a stream no longer makes the water ambience stutter and restart -- the sound now carries through continuously as you follow the water. ### Tweaked - Waterfall sound now comes from each individual cascade around you rather than one blended point, so standing between falls places each one where it really is. Falls fade out by 72 blocks instead of carrying much farther. - Stream ambience sits closer to the water: the brook layer fades sooner with distance, and the at-the-water's-edge layer plays quieter overall. ## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.1,6 тыс.Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge, neoforge
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.1,1 тыс.Minecraft: 1.20.1fabric
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.5,2 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5neoforge
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.995Minecraft: 1.21.1fabric
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.42Minecraft: 1.21.11neoforge
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.831Minecraft: 1.21.11fabric
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.98Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.635Minecraft: 26.1.2fabric
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.223Minecraft: 26.2neoforge
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.11.0

2.11.0
6 авг. 2026 г.8,1 тыс.Minecraft: 26.2fabric
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## [2.11.0] - 8/5/2026 ### Performance - Chunk loading around streams is substantially faster: the per-chunk work this mod does during world generation now costs roughly a fifth of what it did, with identical results. - Fixed a rare scheduling gap where a chunk waiting on this mod's terrain preparation could be left waiting behind background work; those chunks are now always served first, and the preparation they wait on always gets capacity immediately. - Entering a newly created world no longer competes with this mod's background preparation during the first moments after joining, and speculative preparation now follows a player's recent direction of travel more responsively. ### Added - Streams and the lakes this mod carves are now marked as river by default, so they read as rivers for the fish and mobs that spawn in them, for ambience, and for anything else that looks for a river -- while keeping the water colour of the biome they run through. A stream through a swamp looks like swamp water; one through a jungle looks like jungle water. New chunks only. - What spawns in a marked stream always matches what spawns in `minecraft:river` on your exact pack: the stream serves the vanilla river's live spawn list, so fish and mobs that other mods add to rivers -- however those mods target the river -- appear in streams identically. - `rebiomeStreams` and `rebiomeLakes` now take three settings instead of on/off: `0` leaves streams as the biome they run through, `1` marks them as river but keeps the surrounding water colour (the new default), and `2` marks them as plain `minecraft:river`. Choose `2` if another mod's river fish, mobs or features are not showing up in your streams -- some mods name `minecraft:river` directly rather than matching any river, and only `2` satisfies those. Existing configs keep what they had: an old `false` becomes `0`, an old `true` becomes `2`. - Config files now keep themselves current: when an option changes shape between versions, is renamed, or a value falls outside its allowed range, the file is rewritten to show the setting actually in effect, and options added since the file was written appear in it automatically. - New `/streams tintmap` and `/streams tintclient` commands for diagnosing water marking and colour. - Clay riverbanks in plains, deciduous forest and taiga: patches of clay along the water's edge, kept at and below the waterline with softened edges, the way vanilla rivers carry clay. ### Tweaked - Clay spawns in streams in more biomes. ## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.112Minecraft: 26.2neoforge
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.1,2 тыс.Minecraft: 26.2fabric
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.41Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.942Minecraft: 26.1.2fabric
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.28Minecraft: 1.21.11neoforge
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.524Minecraft: 1.21.11fabric
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.2,4 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5neoforge
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.465Minecraft: 1.21.1fabric
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.609Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge, neoforge
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.7

2.10.7
4 авг. 2026 г.368Minecraft: 1.20.1fabric
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## [2.10.7] - 8/3/2026 ### Fixed - Rivers no longer pinch to a thin thread partway along their course and widen again afterwards. A wide river could narrow to a trickle for a stretch, with its water sitting a block higher through the pinch and dropping back once the river resumed, so a stretch of water ran visibly uphill and then downhill again. Rivers now keep their width, and their surface only ever falls downstream. - Walls and pillars of untouched ground left standing in the middle of a carved hillside, sometimes fifteen blocks tall and well back from the water. The bank shaping that produced them now applies only near the water, where it belongs, and anything of the sort left over is now taken down. - Small pits and gashes beside streams that the terrain smoothing left unpatched -- often a single column, sunk between ground the smoothing had just raised on either side of it. - Issue with Sable Beyond causing excessive forward push to Sable objects. ### Added - New config option `rebiomeLakes`: marks the lakes this mod carves as river, the same way `rebiomeStreams` already does for streams, so a lake reads as river water for its colour, for the fish and mobs that spawn in it, and for ambience. Where a mod supplies its own river for the local climate, a lake takes that one, exactly as a stream there would. Off by default; new chunks only. - Fabric Sable support ## [2.10.6] - 8/3/2026 ### Fixed - Streams no longer stop at the water's edge where they meet a lake. A stream crossing or entering a lake kept its channel right up to the shore and then simply ended, leaving a lake-shaped wall standing underwater across the stream and a bowl of untouched lakebed inside it. The channel now runs on under the water, so a stream reads as one continuous course from one shore to the other. - Ridges flanking a stream where it passes in or out of a lake -- two raised lines tracing the channel's edges, standing up through the water. - Half-formed lakes. A lake could generate as a set of squared-off fragments with the underlying grid showing through, streams running past as though the water were not there. Lakes are now checked against the real ground before they are placed, and a basin that does not truly hold water is not made into a lake at all. - Towers and uncarved ground standing in open water. Where two streams ran close together, ground that belonged in one stream's channel could be left standing because a smaller stream nearby claimed it and did nothing with it. - Ground left uncarved between two streams whose banks overlap. The two cuts now meet as one surface instead of one stopping where the other begins. - Trees cut by a stream no longer leave their leaves hanging in the air for minutes afterward. A canopy left with nothing holding it up is now cleared at once, while a canopy still touching a neighbouring tree is left alone. ### Changed - Where a lower stream's cut is held up beside a higher one, the ground now eases down toward the lower stream instead of ending in a flat shelf and a sheer drop. - Terrain smoothing now looks for walls left anywhere in a carve, not only where a carve met the edge of a chunk. ## [2.10.5] - Unreleased ### Fixed - Sable physics objects were carried far too fast by stream currents -- dropping one into a stream sent it flying forward. The current was moving them twice over; it now carries them once, at the same pace as floating items, scaling with the item drift speed setting. - With Sable Beyond 0.5 or newer installed, its flowing-water forces and ours both pushed the same vessel, compounding into far too much speed. Stream water now carries vessels at our controlled drift pace alone; Sable Beyond keeps pushing everything else (lava and modded fluids) untouched. ### Added - New setting `vesselDriftSpeed`: how fast the current carries Sable physics vessels, in blocks per second. Set it to 0 to leave vessels entirely to your other mods -- we then neither carry them nor hold back anyone else's water push. - Sable support now covers Fabric as well as NeoForge, with the same drift speed, the same setting, and the same handling of Sable Beyond's water push. - Sable physics objects resting on a platform above a stream were dragged along by the water beneath them. The current now only carries objects the water actually touches. - Shallow sheets of water lying over the landscape. A wide, almost flat hollow could be filled as a lake even though the water came out barely a block deep, so instead of a lake you got a skin of water following the shape of the ground, squared off at its edges, sometimes spreading well past the hollow and hanging above a stream running below it. A hollow now has to hold real depth across its whole area before it becomes a lake. New chunks only. - Streams running across ground that was never there. Where a hollow was filled in only so the water had somewhere to go, and no lake formed in it, a stream could still be laid across the top of it -- a channel and its banks standing on nothing. New chunks only. - Bare stone down the face of a deeply cut bank. Only the top of the bank was finished, so anything below it showed the rock underneath even where the surrounding cliffs are clay, sand or terracotta. The whole visible face is now finished in the material the surrounding land actually uses. - Terrain smoothing no longer leaves single blocks standing alone. Where it eased the ground up toward something the land could not follow, it could finish as a one-block tower; it now stops short and leaves a slope instead. ### Changed - Streams leave a lake at the lake's own level for a shorter distance before beginning to descend. - Banks in biomes without a style of their own are now finished in that biome's own material rather than left bare. This covers modded biomes automatically, including ones added after this release. - Still Life's river biomes are left as they generate, with no bank finishing applied. ## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.373Minecraft: 1.20.1fabric
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.584Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.330Minecraft: 1.21.11fabric
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.21Minecraft: 1.21.11neoforge
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.32Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.291Minecraft: 26.1.2fabric
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.60Minecraft: 26.2neoforge
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.7,4 тыс.Minecraft: 26.2fabric
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.356Minecraft: 1.21.1fabric
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.5

2.10.5
2 авг. 2026 г.1,8 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5neoforge
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## [2.10.4] - 8/2/2026 ### Fixed - Streams leaving a lake no longer drop away the moment they clear the water. The channel a stream runs in is cut below ground level, while a lake's water sits at ground level, so a stream left its lake through a two or three block step -- a high bowl with the water suddenly below it. The channel now starts flush with the lake and deepens over the first few blocks. New chunks only. - A ragged trench along one side of a stream, and lines of single-block holes dotted along bank edges. Both came from the bank being worked out for each column on its own, so neighbouring columns could disagree by several blocks. Banks now follow their neighbours. New chunks only. - Terrain smoothing can no longer place ground higher than the land originally stood in that column, and now runs only where there is an actual step to ease. Away from those steps the landscape is left exactly as the terrain generated it. ## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.667Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.626Minecraft: 1.20.1fabric
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.1,7 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5neoforge
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.430Minecraft: 1.21.1fabric
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.24Minecraft: 1.21.11neoforge
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.479Minecraft: 1.21.11fabric
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.34Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.283Minecraft: 26.1.2fabric
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.56Minecraft: 26.2neoforge
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.3

2.10.3
1 авг. 2026 г.5,4 тыс.Minecraft: 26.2fabric
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## [2.10.3] - 7/31/2026 ### Fixed - Long freezes while exploring. Moving through new terrain could stop the game for several seconds at a time, worst near rivers. The current a river carries was being worked out at the moment a chunk reached you, so the game waited on it; it is now prepared in the background and the water simply starts flowing a moment later. Freezes are far less frequent and far shorter, and the longest ones are gone. - Chunks load faster around streams. The flow of a chunk's water was being recalculated repeatedly, including for ground that had already been worked out, which slowed loading everywhere streams run. - A world-generation crash on packs whose chunks are generated one at a time -- "Accessing PalettedContainer from multiple threads" -- most often reported alongside mods that replace chunk storage. It could also leave chunks unloading around the player. Fixed on 1.21.1 and 1.20.1. If you are on an older build and cannot update, setting `fastChunkLoading` to `false` avoids it. - Powered vehicles from physics mods could be thrown forward when they touched down on flowing water. Craft simply drifting with the current were already correct and are unchanged. ### Added - New config option `fastChunkLoading`: loads chunks faster on packs that generate chunks in parallel, and does nothing on packs that do not. Leave it on unless world generation crashes or chunks stop loading around you. Default on. ### Changed - Returning to a world you have already explored is faster. How each chunk's water flows is now remembered between sessions rather than being worked out again every time you load in. - Yellowstone (Terralith) and Caldera (Terrestria) no longer have streams cut through them by default. Both read wrong with a river running through them. New chunks only; add or remove them from `streamBiomeBlacklist` to choose for yourself. ## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.125Minecraft: 26.2neoforge
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.1,3 тыс.Minecraft: 26.2fabric
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.53Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.327Minecraft: 26.1.2fabric
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.31Minecraft: 1.21.11neoforge
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.603Minecraft: 1.21.11fabric
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.2,5 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5neoforge
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.531Minecraft: 1.21.1fabric
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.765Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.2

2.10.2
29 июл. 2026 г.310Minecraft: 1.20.1fabric
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## [2.10.2] ### Changed - Stream banks are now planted with grass and ferns by default. Re-running the biome's own plants and rocks along the water ("biome-boost") is no longer switched on automatically at any quality level -- it places another mod's decoration in spots its author did not choose, so it is now something you turn on rather than something you get by default. Set `vegetation` (and `allWaterFlora`, for other water) to `2` to bring it back. Affects new chunks only. - The `qualityPreset` setting is now called `terrainAccuracyLevel`. Existing configs keep their setting -- the old name is still read if the new one has not been set. ### Added - New config option `minStreamLength`: the shortest stream, in blocks, allowed to run from its own source straight into the sea. Anything shorter is dropped, which clears the short stubs that can dot a coastline. Streams that join another stream, or end in a lake, are never affected, and dry biomes are always exempt. Default 50 (unchanged behaviour); 0 keeps every stream. New chunks only. ### Fixed - Faster stream generation is now used only where it is actually faster. On some terrain setups the shortcut cost as much as the full-accuracy path, so those worlds were doing extra work for nothing; they now simply use full accuracy. - Accelerated stream generation now works on more modded terrain setups, including packs that combine several terrain mods, and refuses to run wherever it cannot reproduce the world's own terrain exactly -- so a world either generates faster or generates exactly as it always did, never something in between. - Streams flowing out of a lake now leave it at the lake's own level. They used to start a couple of blocks lower, so the water dropped over a small step the moment it left. New chunks only. - Villages, temples and other structures no longer generate in lakes. Lakes were not being considered when deciding whether a structure had clear ground, so one could be dropped straight into the water. The clear zone around streams is wider too, so a building no longer ends up overhanging a channel it barely touches. Structures buried well below the water, such as mineshafts, are still left alone. New chunks only. - Spikes and short pillars no longer appear along the top edge of waterfall drops. - Terrain smoothing now only reshapes ground the stream carving itself cut into. Natural cliffs, ravine walls and rock formations near a stream are left exactly as your terrain mods made them, and smoothing no longer builds ramps up towards floating structures, boulders or treetops. New chunks only. - Stream currents now appear as chunks generate, instead of arriving once the surrounding area has finished loading. - Fixed streams generating with no current at all in some worlds. - Create water wheels and similar current-driven machines now work on dedicated servers. - Lakes no longer leave overhanging or floating blocks above the waterline, and no longer leave trapped air pockets where the water meets the shore. New chunks only. - Fixed memory that was not released when leaving a world, which could build up over several worlds in a single session. - The config screen now opens correctly on Minecraft 26.x. - Removed repeated "unsafe terrain read" warnings from the log. ## [2.10.1] - 2026-07-28 ### Removed - The experimental accelerated stream generation option (`acceleratedStreamGeneration`) has been removed. On some setups it could leave the game unresponsive while exploring. Worlds generate exactly the same as before; if you had the setting enabled, it is simply ignored now and can be deleted from your config. ## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.103Minecraft: 26.2neoforge
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.10,8 тыс.Minecraft: 26.2fabric
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.35Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.264Minecraft: 26.1.2fabric
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.25Minecraft: 1.21.11neoforge
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.1,7 тыс.Minecraft: 1.21.11fabric
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.2,4 тыс.Minecraft: 1.21.1neoforge
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.318Minecraft: 1.21.1fabric
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.630Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.10.0

2.10.0
26 июл. 2026 г.222Minecraft: 1.20.1fabric
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## [2.10.0] - 2026-07-25 ### Added - Accelerated stream generation (config `acceleratedStreamGeneration`, on by default): new stream regions can prepare much faster where the setup supports it. ### Fixed - Terrain smoothing around streams no longer stacks grass blocks into striped banks: built-up columns now match natural terrain (grass on top, soil below, rock deeper), the same as an undisturbed column cut from the surrounding land. - Terrain smoothing no longer places floating blocks - Terrain smoothing no loonger places cup shapes around tree trunks in rare casess ## [2.9.2] - 2026-07-22 ### Added - Water-dwelling mobs (fish, squid, dolphins, axolotls, glow squid, tadpoles, and water-breathing mobs that spawn in water such as drowned and guardians) can now hold their position in a stream instead of being swept downstream by the current. New config option `waterMobsIgnoreFlow`, on by default. Modded water creatures (crocodiles and the like) are covered when their mod tags them aquatic, and any mob can be added via the `streamsreflowing:ignores_current` entity tag in a datapack. - The watershed (region) size is configurable again via `plateSize` (auto by default; or 256 to 8192). Larger watersheds produce stream systems that reach much further inland at overall similar generation time -- best suited to pre-generated worlds. New chunks only. - Still Life support: with stream re-bioming enabled, streams running through a Still Life biome now adopt the matching Still Life river variant (arctic, boreal, temperate, mediterranean, desert, savanna, tropical, and the rest) instead of plain vanilla river. - New config option `bakedFluidWhenFlowingFluids` (on by default): when the Flowing Fluids mod is installed, streams are filled with a dedicated stream fluid so they keep their current instead of draining away under Flowing Fluids' finite-water physics. No effect without Flowing Fluids. - The one-time welcome notice shown in chat when a world is first opened can now be turned off with the new `welcomeMessage` config option (on by default). ### Changed - Spawning into a fresh world and exploring into new terrain is dramatically smoother: chunk loading is no longer held up by stream-region preparation, the regions nearest you always prepare first, the area around a new world's spawn starts preparing during world creation, and region preparation itself makes much better use of all cores. - Exiting a world is fast again even right after exploring far into fresh terrain -- saving no longer waits on background stream-region preparation. - Stream currents now arrive together with their chunks, and are back within moments when reopening a world (previously they could lag many seconds behind on slower systems). ### Fixed - Fixed wide, raised platform-like stream sections (and occasional misplaced lakes) that could generate around headwaters on some setups. New chunks only. - Stream banks and channel edges now blend smoothly into the surrounding land. Where a channel or waterfall was cut into the terrain, the outer edge used to end in a sharp vertical cliff face; those edges are now graded into natural slopes -- including where the transition falls across a chunk boundary. New chunks only. - Fixed occasional narrow strips of un-carved ground left along a stream where it drops in elevation, including the tall walls of original terrain that could be left standing right above a waterfall drop. New chunks only. - Trees are treated properly by stream generation everywhere: trees no longer sprout out of stream water, and trees near streams are never left with part of their canopy sheared off -- a tree either stands whole or, when the stream runs through its trunk, is removed whole. New chunks only. - Fixed continuous console log spam while a Sable physics object drifted in a stream (NeoForge). ## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.284Minecraft: 1.20.1fabric
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.625Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge, neoforge
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.425Minecraft: 1.21.1fabric
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.1,6 тыс.Minecraft: 1.21.1neoforge
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.451Minecraft: 1.21.11fabric
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.22Minecraft: 1.21.11neoforge
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.296Minecraft: 26.1.2fabric
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.39Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
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Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.42Minecraft: 26.2neoforge
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.9.1

2.9.1
19 июл. 2026 г.547Minecraft: 26.2fabric
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## [2.9.1] - 2026-07-18 ### Fixed - Lakes now fill a touch more conservatively so the water always sits safely inside the basin, with a natural beach around the shore. This removes the last cases where a lake could sit right up against its rim -- floating a little water past a thin gap, or making a stream appear to climb the final step into it. New chunks only. ## [2.9.0] - 2026-07-18 ### Fixed - Inland lakes are back. Since 2.8, many genuine basins -- especially in rugged or cave-riddled terrain -- were being silently discarded during region preparation, and with them the inland streams that needed a lake to flow into. Both now generate again, matching where lakes formed in 2.6-era worlds. New chunks only. - Lake water levels sit properly below the rim again, so streams no longer climb visibly uphill over the last stretch into a lake that was filled too high. New chunks only. - Fixed lake water occasionally appearing just OUTSIDE a thin section of a lake's containing rim, floating against the wall's far side. New chunks only. ## [2.8.7] - 2026-07-18 ### Added - Lake size is now configurable: `lakeMinArea` sets the smallest basin (in blocks of water surface) that fills as a lake (default 1024, roughly a 32x32 pond), and `lakeMaxArea` caps the largest (0 = automatic). New chunks only. ### Fixed - Minecraft 1.21.11 and newer: the fast terrain preparation never actually engaged on these versions -- every world quietly generated streams the slow way. It now works as designed, and stream regions prepare dramatically faster there. (Where a particular setup still measures faster with direct generation, that choice is still made automatically, per world.) - Coastal stream mouths connect more reliably: on flat and shelving coasts the mouth now follows the shore down to the genuine deepest nearby water instead of stopping at the first wet-looking spot -- and every stream's endpoint is now verified against the real terrain as a final step. A stream that cannot genuinely reach standing water is removed entirely rather than left ending on damp sand. New chunks only. - Very short coastal stubs are culled a little more aggressively (streams must now run at least three grid nodes above sea level; desert washes are still exempt). New chunks only. - Stream and lake bank materials now run three blocks deep instead of one, so digging into a bed or bank face reveals the same material rather than bare stone. New chunks only. - Worlds using supported terrain mods generate stream regions up to several times faster on Minecraft 1.20.1 and 1.21.1, from a much more precise built-in calibration. Stream layouts stay within a hair of full-accuracy generation, and no lakes are lost. ### Changed - Background stream preparation now leaves more of the CPU to chunk loading while exploring; work a player is actually waiting on still runs at full speed. ## [2.8.6] - 2026-07-18 ### Fixed - The fast terrain preparation now stays fully enabled on heavy terrain packs where earlier releases had to fall back to plain (slower) generation: creating a world and exploring new terrain on such packs is now faster than any previous release -- including the pre-2.8 versions. Worlds that had switched themselves to plain generation pick the fast path back up automatically. New chunks only. - Phantom lake candidates no longer slow down terrain preparation: shallow dips and huge flat coastal dishes that could never hold a real lake are now dismissed instantly instead of being expensively double-checked one by one. Real lakes are detected exactly as before. New chunks only. ## [2.8.5] - 2026-07-17 ### Fixed - No more giant rectangular columns of lake water standing from the ground into the sky: a small pond could occasionally fill its entire chunk column. New chunks only (a column already generated in explored terrain stays; regenerating the area clears it). - On setups where the accelerated terrain preparation measures slower than plain generation (certain mod combinations, notably some parallel chunk-generation mods), the mod now notices within moments, switches that world to plain generation, and remembers the choice -- so those worlds load and explore at full speed from the next launch on. ## [2.8.4] - 2026-07-17 ### Fixed - Terrain generation with streams is much faster, most noticeably on large terrain packs and newer Minecraft versions: preparing a new stream region takes roughly a third of the time it did in 2.8.1/2.8.2, and creating a new world no longer does most of its stream work one step at a time. Stream layouts are unchanged. - Boats and floating items are now carried by stream currents on DEDICATED servers. They previously only drifted in single-player. (Flow visuals were always fine -- only the physics push was missing.) - Distant waterfalls' spray no longer flickers with your position or fires in bursts: falls now fade in once and keep spraying steadily until the water is actually gone. - The speed-up in this release also reaches worlds first created on an earlier 2.8 version: some of those worlds kept generating new terrain the old, slower way (with overgrown stream networks) even after updating. Existing terrain is unaffected. - Playing alongside parallel chunk-generation mods (such as C2ME) is far more robust: the mod no longer contributes to corrupted-chunk crash loops, stuck loading screens, or chunks that silently never finish when those mods race chunk work. (One known issue remains in the brand-new C2ME Forge port for 1.20.1 itself: it can fail to deliver finished chunks to the player. If you see missing chunks with that specific mod, remove it until it matures.) ### Added - How fast the current carries dropped items is now the `itemDriftSpeed` option (blocks per second, default 3 -- the vanilla spilled-water pace). ## [2.8.3] - 2026-07-16 ### Fixed - Forge 1.20.1: the mod no longer crashes on startup. It needed a companion library that Forge does not provide, so it only ran in packs where some other mod happened to include one -- installed on its own, or in a small pack, it died before reaching the menu. It now ships everything it needs and runs standalone. Packs that already include that library are unaffected (the newest copy is used, as before). - Worlds no longer freeze near the end of the loading screen while streams are being placed. On packs using parallel world generation the two could stall each other, leaving generation stuck with no error -- most visible on huge packs and at world creation. - World creation and first entry into new areas got slower in recent releases; that time is back. The slowdown was most noticeable near coastlines and with terrain-overhaul mods, and the preparation work now also has a fixed ceiling per world, so no pack can push it back up. - Dropped items no longer rocket downstream: they now drift with the current at the same natural pace as items in vanilla flowing water. Applies live. - Vanilla rivers now flow along their entire length: long inland stretches far from the ocean previously sat still in sections, and thin still bands could appear at regular intervals along a flowing river. Both are gone; the current runs consistently seaward end to end. Applies as chunks load. ## [2.8.2] - 2026-07-15 ### Added - While a new world is created, the loading screen shows Streams Reflowing weaving your waterways with its own progress counter, then hands over to normal world generation -- long spawn preparation no longer looks frozen. ### Fixed - Boats no longer paddle straight up tall, sheer waterfalls: a one-block stream step still floats the boat up and over, but at the base of a taller fall the boat now just bobs in the pool like it should. Applies live, no new chunks needed. - Trees no longer stand in the middle of streams: a trunk rooted in a carved channel is cleared away (the water closes over it), and leftover leaf canopies stranded over the water tidy themselves up -- leaves still attached to a real tree are never touched. Trees on the banks are unaffected. New chunks only. - Restored over-pruned streams: some river systems near coastlines were being removed entirely on the faster presets even though they genuinely reached the ocean. They generate again, properly connected. New chunks only. - Stream mouths no longer double back and blast a channel through a coastal cliff or headland on their way to deeper water: where high ground stands in the way, the mouth now simply ends in the shallow water it reached. New chunks only. - No more long, dead-flat channels winding deep inland at water level in low-lying terrain (swampy jungles and the like): a stream now connects to water close to where it naturally ends or it doesn't generate, and headwater springs always emerge clearly above sea level instead of right at the waterline. New chunks only. ## [2.8.0] - 2026-07-14 ### Added - World generation with streams is dramatically faster on Potato through Extreme presets. New worlds also start generating sooner after creation. - Structures now keep their whole footprint clear of streams and stream banks: villages, temples and other structures no longer generate half-carved by a stream running through them, while still spawning right beside the water. Buried structures (mineshafts, strongholds) passing under a stream are unaffected and no longer skipped needlessly. Applies to newly generated chunks, including in existing worlds. - Big rivers got bigger: the main stem near the sea can now reach twice its previous width, with matching depth. New chunks only. ### Changed - Every stream now ends in a real body of water ocean, lake, or river, every time. New chunks only. - Smoother chunk loading while exploring. - The LOW preset now includes the richer bank vegetation. Underwater plants now appear in ALL bodies of water (vanilla rivers, lakes, oceans) on MEDIUM and above, at a slightly reduced density; bank grass density halved for a more natural, less overgrown look. - Bank styles set to skin all water no longer touch water placed by structures (wells, villages, ruined portals); only terrain and stream water is skinned. - The config file has been simplified: clearer descriptions throughout, and several options that never needed changing have been removed. ### Fixed - Streams on flat beaches, swamps, and lowlands now connect cleanly into open water: the mouth winds naturally down the flat and always reaches genuinely deep water, with the streambed melting smoothly into the sea floor instead of stopping short on the sand or ending in an underwater wall at the beach line. New chunks only. - Lakes no longer occasionally place a floating rectangular block of water just outside their basin. New chunks only. - Lakes under overhanging cliffs now fill all the way to the real basin wall beneath the overhang, instead of leaving air pockets where the cliff roof hangs over the water's edge. New chunks only. - Streams that pass over caves and hollows no longer drain out of the bottom of their bed the bed now seals itself over any hidden void, and the underside blends into the ground as a natural funnel of earth everywhere, instead of a flat rectangular shelf. Real dips in solid ground still fill as pools. New chunks only. - On flat beaches at sea level, stream banks no longer poke a one-block "guardrail" above the sand; containment there now sits flush with the beach. New chunks only. - Fixed a small number of terrain reads being repeated needlessly near oceans during generation. ## [2.7.1] - 2026-07-10 ### Fixed - No more "gate" formations at waterfalls: where a stream plunged off a sudden drop, walls could ring the top of the fall -- towers of uncarved terrain right at the water's edge and built-up bank panels between them, with the falling water as the only opening. Steep reaches still carve as steep, narrow canyons; the banks beside a fall are now always opened, and the built-up banks below a lip stay at their own stream's height. New chunks only. ### Added - `/streams carve` -- re-runs the stream carver over the chunks around you and writes a full report to the log. Useful for including in bug reports about a specific formation. ## [2.7.0] - 2026-07-10 ### Added - `/streams super` -- a one-command stream report for the exact stream you are standing on: its water levels along the whole course, every junction, and where it ends. Made for including in bug reports. - `/streams flora` -- explains, in chat, why underwater flora did or didn't appear at the spot you're standing on. - Modded floating vessels (Sable / Create: Aeronautics) are now pushed by the current -- they drift and steer with the stream the same way boats and items do, limited to a boat-like speed. NeoForge 1.21.1; no effect if those mods are absent. - Bank styles accept MULTIPLE blocks per zone, divided evenly (a repeated block counts as extra shares), and a `minecraft:air` share that leaves the natural block untouched -- e.g. `["mud","air","air"]` skins a third to mud and leaves two thirds natural. ### Changed - Underwater flora is now climate-scaled: density fades smoothly to zero toward extremely cold or extremely dry biomes instead of a hard snowy/desert cutoff, so warm humid coasts stay lush and frozen or arid ones stay bare. Default density lowered from 35 to 20. - Biome-boost default rate lowered ~40% (7 -> 4). Waystones and Create: Molten Vents placed features are excluded from the boost by default. - Default `c:is_beach` bank style reworked: sandy waterline with light noise, natural upper bank, and a bed of mostly sand with a third mud. ### Fixed - A stream that reaches the ocean -- or any pond or pool -- now stays in it. Streams no longer run flat across a body of water (or a low dry basin) and climb out the far side, and coastal mouths no longer carve long channels toward water that isn't really there. New chunks only. - Streams leave their lake AT the lake's surface and then descend naturally with the terrain. The sheer drop-off right at a lake's rim is gone: inflows arrive level with the lake, streams meeting inside a lake sit level with it, and the outlet stays level for a short stretch past the rim before following the ground down. Water in and around a lake can no longer end up below the lake itself, and a lake's own overflow leaves at its surface too. New chunks only. - The flowing current no longer arrives minutes late -- or never -- on some chunks (NeoForge/Forge). Streams now flow the moment their chunks appear, for every player. - When a stream is removed during generation, every tributary that fed it is removed too -- no more small streams flowing into a dead end. New chunks only. - No more stub streams that start and immediately end in a pool on a ridge. New chunks only. - No more raised block of bed and water in the middle of a merge pool -- a junction is one pool at one level. New chunks only. - Water never rises just past a merge point anymore, anywhere in a stream network -- every course now runs downhill or level from source to outlet. New chunks only. - Lake-bound streams arrive at their lake exactly at its water level and meet it flush -- no more arriving a few blocks under the surface with the lake pouring into the channel. New chunks only. - No more streams looping out of a lake and back into it -- a lake is never its own outlet. New chunks only. - Water is always matched by its banks: no more stretches of raised water standing above bank walls built too low (and sheeting over them) near lakes. New chunks only. - Where streams converge from different heights they now reconcile cleanly -- no more "walls of water" standing over a neighbouring lower channel in convergence zones. - Lakes no longer pour out through stream cuts along their shores: a stream passing a lake leaves the lake's natural rim intact, while a stream that ends in the lake still cuts through to pour in. New chunks only. - Coastal stream mouths blend into the sea floor: the deep channel ramps up smoothly to meet the seabed instead of ending in an underwater wall or step. New chunks only. ### Added - Underwater-flora biome blacklist: seagrass now skips chosen biomes (snowy and desert by default) via the `#streamsreflowing:no_underwater_flora` datapack tag or the new `underwaterFloraBiomeBlacklist` config (biome ids, `#tags`, or `modid:*` wildcards). New chunks only. ## [2.6.1] - 2026-07-05 ### Fixed - Streams no longer step UPHILL where independent streams cross or overlap near a shared outlet or lake -- overlapping channels now always reconcile to the lower one, meeting as a waterfall step instead of one channel riding raised above the other. - Stream mouths no longer sheet water down dry slopes. A stream's open, free-cascading end now only occurs where there is real receiving water (the sea, open water below, or a lake), and the contained stretch of every stream now reaches closer to both ends -- only the very tips (about the first and last 6 blocks) are left open. - Surface stream particles are back on the water: floating bubble clumps, drifting leaves and sticks, whitewater where a current meets a wall, a drop, still water or an opposing current, and spray at the lip of every spill. All of it rides the real current again. - Waterfall "poof" clouds are back at the foot of real drops. - Leaves lie FLAT on the water again instead of standing upright, including with Sodium installed. (On 1.20.1 leaves still billboard -- that version's particle system has no flat orientation.) ### Changed - Turned up leaf/stick debris frequency so debris is actually noticeable, with sticks kept rarer than leaves. ## [2.6.0] - 2026-07-05 ### Added - Vanilla-water flow (`vanillaWaterFlow`, default on) -- now on ALL loaders (NeoForge, Forge, and Fabric). Streams and rivers carry their downstream current on PLAIN `minecraft:water` -- no custom fluid -- so shaders, particle mods (splashes, ripples, wakes), texture packs, water sounds, freezing/seasons, and gameplay mods that look for real water all just work. The flow itself got better too: smooth fine-grained angles (not 8 compass steps), currents that bend along the banks through curves, width flare (fanning out where a river widens, pinching where it narrows), soft wavy edges where a current meets still water, and flow that reaches the still bank water at biome edges. The custom directional stream fluid is now PERMANENTLY dormant: `bakedStreamFluid` is no longer a config option. A block already placed in an older save keeps resolving; nothing can place a new one. - Stream biome blacklist. Streams and lakes can now be kept out of chosen biomes entirely: list biome ids, `#tags`, or `modid:*` wildcards in the new `streamBiomeBlacklist` config, or add biomes to the `#streamsreflowing:no_streams` datapack tag. New chunks only. - Biome-boost blacklist wildcards. `biomeBoostBlacklist` now accepts `modid:*` (or a bare `modid`) to exclude EVERYTHING a mod ships from the near-water biome boost. - Clay on hilly stream beds. Streams and lakes in hilly country now lay CLAY along their beds -- a natural, renewable-feeling place to dig clay. - Minimum coastal stream length. Tiny straight stream stubs at the water's edge are no longer generated (real streams, lake outlets, and arid washes are unaffected). New chunks only. - Underwater flora (`underwaterFlora`: 0 off / 1 our lakes / 2 our lakes + streams / 3 ALL water, default 2; `underwaterFloraPercent`). Grows seagrass on submerged floors -- at 3 it covers every body of water, vanilla rivers and oceans included. Only plants on natural, water-plantable ground (dirt, sand, gravel, clay, mud and similar -- editable via the `#streamsreflowing:underwater_vegetation_floor` tag), so water over stone or ore never sprouts seagrass from bare rock. New chunks only. ### Changed - Simplified the config file. - Major performance pass: chunk generation near streams and caves is much lighter, the water-flow rendering cost is near-zero, and the ambient waterfall scanner idles cheaply away from water. - Adaptive background work: the mod now idles at a trickle whenever nobody is heading toward new terrain, giving the CPU back to chunk generation and rendering, and spins up to full speed only when a player approaches unexplored country. Urgent work always runs at full speed. - Coastal stream mouths land in deep water: a mouth enters at the water's edge, carries on into the deep, and overshoots a few blocks in -- so mouths connect reliably on very flat shelves with no shallow lip at the end. New chunks only. ### Fixed - Flow no longer appears seconds after a chunk renders (also fixes slow world loads on re-entry). - Occasional single-block-wide seams of divergent current in river flows. - Streams no longer drain into caves they cross: channel beds over cave voids stay sealed, and a cave passing through a stream's bank at water level no longer lets the water out. New chunks only. ## [2.5.2] - 2026-07-04 ### Changed - River currents now hold one consistent direction. A river that runs along a coastline and meets the sea in several places used to split down the middle, its current fanning out toward each connection point; it now flows one clear way past every contact, and large rivers keep a consistent direction end to end. (`flowVanillaRivers`; new chunks only.) - Stream currents now bend along the banks through curves and meanders, so the flow angles with the shape of the channel rather than pointing straight down the valley. New chunks only. ## [2.5.1] - 2026-07-03 ### Added - No Man's Land compatibility. With `rebiomeStreams` on, a stream adopts No Man's Land's own river biome for its region -- blackwater river in swampy country, lush river in jungle/lush, desert river in the desert -- matching how NML places its own rivers. Falls back to `minecraft:river` where no such biome exists. - Minecraft 26.2 builds (NeoForge and Fabric), alongside the existing 26.1 ones. ### Changed - Humidity-scaled lakes tuned. In a dry region a lake now fills to a RANDOM level -- anywhere from full down to well below its rim -- so arid areas scatter full, part-full, and empty lakes instead of lowering every one the same amount. Shallow dry basins empty out on their own while deep ones keep a lowered pool (a desert can still hold a deep oasis). ### Fixed - Streams now freeze in cold biomes. Where vanilla water would ice over, streams ice over too (and melt back when it warms), instead of staying open in the cold. - Coastal stream mouths now reach the sea on flat shores. A stream running out across a dead-flat beach used to stop a few blocks short of the ocean; it now carries the channel the rest of the way into the water. Headwaters also start at or above sea level, so short coastal streams no longer spawn sunk into flat ground. New chunks only. - Xaero's Minimap now shows stream water as water (blue), not grey. - `flowVanillaRivers`: the animated current on very large rivers no longer stops along an obvious dead-straight line partway across; that edge now weaves naturally. ## [2.5.0] - 2026-07-02 ### Added - Custom bank features. A new always-on pass plants features YOU choose along the banks. It ships empty -- add entries in `config/streamsreflowing/bank_features/` or via a `streamsreflowing:bank_feature` datapack. Each entry lists placed features plus a biome filter (include/exclude by id or tag) and an optional per-column `chance`. Trees and large features included. - Biome-boost blacklist. Keep specific features out of the near-water biome boost: list ids in the new `biomeBoostBlacklist` config or the `#streamsreflowing:biome_boost_excluded` datapack tag. Vanilla pumpkin patches are excluded by default. - Bank-style biome excludes. A bank style can carry `exclude_biomes` / `exclude_tags`, so a broad style like "all overworld but not frozen" works and the next-best style fills the gap. - Waterfall whitewater. Waterfalls throw white spray and soft foam where they drop, scaling with the height of the fall. Spilling water also flecks whitewater wherever it steps down, and at the lip of every drop. - Seam whitewater: froth appears naturally at bends, confluences, drop edges, and wherever a current runs up against terrain or still water. - Distant waterfalls froth too, out to a configurable range with built-in LODs (`streamParticleScanRadius`, default 256; 0 turns the distant pass off). - Floating debris on the stream surface: small leaves (tinted to the local foliage) and the occasional branch drift downstream with the current, lying flat on the water. Toggle with `streamDebris`. - Whitewater on vanilla water too -- rivers, lakes, and vanilla waterfalls get the same spray and foam (`particlesOnVanillaWater`, default on). - Distant Horizons support: streams now appear in DH's far terrain. - Optional river re-biome (`rebiomeStreams`, off by default): carved streams read as `minecraft:river` for water tint, fish/mob spawns, and ambience, without changing the surrounding biome. New chunks only. - Humidity now shapes lakes: drier biomes get lower-filled lakes and some dry basins; wet biomes keep full lakes. Uses the same dials that gate stream density. - `wetnessDryFloor` (default `0.02`): the minimum share of streams and lake fill in the very driest biomes, so a desert still has the occasional wash or oasis pond. `0` restores the old fully-dry behaviour. - Now built for Minecraft 1.21.11 and 26.x in addition to 1.20.1 and 1.21.1. ### Changed - The config is split in two: worldgen/fluid/gameplay settings in the common file, client-only particle and rendering settings in a new client file. Existing settings carry over. - The default per-tick stream-particle cap is now 3000 (was 4000). - Surface bubbles are slightly sparser and a little more see-through. - The near-water biome-boost density default is now 7% (was 10%). - Smoother default bank styles: waterline noise roughly halved across every shipped style. - Rocky banks in the mountains: mountain, windswept, and cliff biomes (including Terralith's cliffs, via the editable `#streamsreflowing:rocky_banks` tag) carve straight into natural stone with only a thin gravel waterline, instead of mud. - The first-open notice is reworked: nicely formatted, mentions the comprehensive config, and shows exactly once per world. - Surface debris tuned: leaves and twigs a bit larger and rarer (twigs much rarer). - Much lighter background pre-generation out of the box; exploration stays smooth while idle server load drops sharply. - Perched-stream support reshaped: where a stream runs high above the ground, the support beneath it hangs as a tapered, natural-looking rock funnel that narrows to a point, instead of a sheer wall or a flat shelf. - Terralith's Caldera keeps its raw volcanic rock -- no gravel waterline there. - Quieter logs: routine per-region messages moved to debug level. ### Fixed - Ores, geodes, and other underground features generate under lakes again. - Perched streams no longer leak through their floor. - Perched coastal streams no longer bleed into the sea -- a shoreline pool keeps its water and full width instead of thinning to a trickle. - Improved Distant Horizons compatibility. - The stream current calms at the shoreline with a natural wavering edge, instead of an animated seam running parallel to the shore. - Bank grass is grass and ferns only now -- no more stray flowers. - Snowy and frozen biomes (and mushroom fields) no longer get bank grass poking through the snow, via the editable `#streamsreflowing:no_bank_grass` tag; modded snowy biomes are covered too. - `flowVanillaRivers` currents follow the channel better: the flow runs uniformly along the banks and curves through bends toward the sea, rather than cutting across them. - Better mod interop: stream water is recognized as water by other mods (farmland hydration, fishing, aquatic spawns, fluid machines), on every version. - Scooped stream water refills flowing the right way instead of defaulting to one direction. - Biome-boost leaf clusters no longer decay after generation. - Floating sticks lie flat on 1.21.1+ and spawn about half as often. - Stray single floating blocks near streams are cleaned up (MEDIUM+ quality presets). - Grass buried under a stream's containment bank turns to dirt, so built-up banks read as natural ground. - River branches that share a source now join into one channel instead of running side by side as a doubled, ladder-like channel. - Streams no longer ride elevated across one another where they cross -- a higher stream meeting a lower one either keeps apart or drops onto it as a small step. Also clears the single-block water "spouts" that could appear at a crossing. - Streams follow the ground downhill far more faithfully: no more long raised ramps or deep straight gorges through hills and coastlines, and streams meet the ocean cleanly at sea level. - Headwaters rest on the surface -- short coastal streams no longer start sunk in a trench. - A basin below sea level now fills as a proper contained lake instead of leaving a raised patch of water sitting in a pit. ## [2.3.2] - 2026-06-26 ### Fixed - Memory leak / progressively worsening stutter over long sessions -- worst with large render distances or Distant Horizons. Memory now stays flat while exploring. - Further memory cleanup: a dimension's stream data is released when that dimension unloads during play (relevant to modpacks with temporary dimensions), and stale per-player data is pruned when players log off. ## [2.3.1] - 2026-06-26 ### Fixed - Stream water no longer clips below the surface of adjacent vanilla water at river mouths and lake/ocean edges -- the boundary renders as one continuous surface in every renderer, including Sodium/Embeddium under shaders. ### Added - TerraFirmaCraft compatibility: streams now generate in TerraFirmaCraft worlds. ## [2.3.0] - 2026-06-26 ### Added - Directional stream fluid (on by default): streams and rivers are filled with a flowing fluid that animates in their true downstream direction, including diagonals. It is tinted per biome and behaves exactly like water -- you swim, boat, fish, hydrate farmland and bucket it like vanilla water, and shader packs give it the full water treatment. Toggle with `bakedStreamFluid`. - Flowing vanilla rivers (on by default): flat vanilla and terrain-mod rivers are given a single coherent current toward the sea, so a whole river flows one way instead of a patchwork of conflicting currents. Rivers with no ocean connection in range are left still. Toggle with `flowVanillaRivers`. ### Changed - Faster generation across the board, and the EXTREME preset now builds each region in roughly a quarter of the time with no change to stream quality. Refreshed the per-preset build-time estimates in the config. ## [2.2.1] - 2026-06-25 ### Fixed - Amethyst geodes and other underground features no longer pop out on the surface near water. Most visible in water-dense biomes such as swamps. ## [2.2.0] - 2026-06-25 ### Added - Ocean fast-path (`fastOceanSkip`, default on): much faster generation on coastal and ocean-heavy worlds; inland worlds unchanged and shorelines identical. Turn it off if a terrain mod raises land inside ocean biomes. - Priority generation: when you outrun the background pre-generator, the work the game is actually waiting on jumps the queue, sharply reducing "chunks fill in only as you reach them" stalls. - `wetnessMultiplier`: a single "how wet is the continent" dial that raises stream count, width, and depth together. - `bankGrassPercent` (default 40) and `biomeBoostPercent` (default 10): control how much bank grass and how many biome plants/rocks appear near water. - Bank materials on all vanilla water by default, via `allWaterBanks`: rivers and lakes at level 1 (default), oceans at level 2. Ocean styles touch only the shallow shoreline shelf, with distinct warm, cold, frozen, and deep variants. - This mod's own lakes and ponds now receive per-biome banks. - Same-elevation lake thinning: bumpy terrain no longer fills a plane of identical puddles; shallow same-level basins thin to a natural scatter, while deep or well-fed basins always fill. - Tall containment banks now step up from the water instead of jutting straight up as a two-block wall. ### Changed - `maxWidth` default raised from 8 to 10 (the largest rivers reach roughly 20 blocks bank-to-bank). - Taiga banks reworked to grass with a noisy podzol strip at the waterline. - Faster generation on multi-core machines. ### Removed - `streamFrequency`, superseded by `wetnessMultiplier`. Any leftover `streamFrequency` config entry is ignored. ### Fixed - Bank grass no longer crowds out the biome's own plants and rocks near water. ## [2.1.1] ### Fixed - Memory leak: heap usage no longer grows across worlds in one session. - Ravine crossings stay continuous. ## [2.1.0] ### Added - Custom bank styles: per-biome streambed, waterline, and bank materials, shipped as a built-in datapack that other mods and datapacks can extend or override, plus a config-folder override layer and climate-tag fallbacks so modded biomes look right out of the box. - Streams Reflowing x Terralith starter add-on, an optional example datapack. - Lake tap: a headwater can connect into a nearby lake at the lake's surface level. - Extra-flora levels (`allWaterFlora` 0/1/2) and a `customBanks` on/off toggle. ### Fixed - Floating boulder tops (from terrain mods such as Oh The Biomes You'll Go) and floating snow stranded over carved channels are now cleaned up. - A worldgen deadlock during region builds. ### Changed - Updated to NeoForge 21.1.173. ## [2.0.0] Major release for Minecraft 1.21.1 (NeoForge and Fabric). Detailed notes for this version predate this changelog; see the git history. ## [1.0.0] Initial release. Fabric brought to full feature parity with NeoForge.
release

Streams Reflowing 2.7.0

2.7.0
12 июл. 2026 г.108Minecraft: 1.21.1neoforge
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